As other have already mentioned they are very different games all told with the main similarities being laregely superficial, being technically shooters and "persistent" game. That's pretty much it.
Warframe is not really a "looter" game either, like a Diablo or Destiny or Anthem or Borderlands, not in the same sense, you're not after random gear drops with stats. 99% of the time you are just collecting very abundant resources with little to no randomness involved, and then using said farmed resources to craft your gear from blueprints that can be just gotten for a pittance from the main marketplace, or copied from a clan or obtained some other way. There is some randomness to the drops but for the gear that you use it's very limited, like say a boss will drop parts of a frame and he always drops one of the three required pieces. All weapons and frames and gear is static, they are the same for all players (there is one exception to this tbf), the difference is in how you mod them.
As for gameplay, it's shooting is serviceable it's not stellar like Destiny and it's not bad either, varying wildly depending on the types of weapons and mod setups you use. With a lot of preference on area of effect weapon currently that can wipe out hordes of eneies at a time. Oh ye, WF is a horde shooter most of the time, ie you are killing enemies by bucket loads, in that way it's closer to the Diablo way of thinking, to make a player feel powerful make them able to kill billions with little to no effort at extreme speeds and then occasional fight bosses.
Shooting is also just one of the parts of WF (there is a fairly robust melee system as well). It's a much more ability focused game. It does not use cooldowns to limit your ability use, unlike games like Destiny or Anthem, instead it uses energy, think Diablo mana, if you have it you can spend it how you wish as much as you wish. Someone once said: Warframe is kinda like Destiny if you were using your ultimate all the time. Which is very much true with most semi competent builds and frames, you are constantly using your powers that are laying waste to areas, all the time. A frame like say Mesa for example has an ability that is like a directional version of Overwatch Reaper's ultimate, except she can turn it on/off at will, keep doing it for minutes at a time, at a massive range. It's kinda left up to the player how much you want to rely on your shooty wepons your melee or your abilities.
It's also can be very fast paced game as the stream has shown, and in all honesty Mark (who did a great job btw) is kinda still starting out. So ye it gets faster and crazier, both in terms of numbers of enemies, pace of movement you can achieve and the amount of things going on. But sometimes you're also just sitting around guarding an objective for minutes at a time, killing enemeis streaming at your from all directions.
Speaking of fast pace, it's movement systems is one of it's most universally praised features by anyone who got into it. But you do need to get the hang of it in order to enjoy. The "floatiness" that Jeff talks about is definitely there, but it's there for a purpose, because it enables sliding and transitioning smoothly from animation to animation, keeping up a constant flow without stopping or uncomfortably stuttering your character. Watching a player proficient with this movement system traverse levels with varying obstacles and terrain at breakneck speeds is a a thing all on its own and there are many extra methods to this madness too. It's also unfotunately not well tutorial by the game, and outside sources are kinda required to figure it all out.
Actually this is applicable to most of the game too, it's not gonna hold your hand and eventually it will get harder and you will start feeling squishier and enemies spongier, at which point it's usually time to start learning how it's more indepth mechanics work that aren't well explained by the game itself at all. Which is where all the streamers and youtubers come into play. It's rough on boarding is one of it's glaring weaknesses (but also in a way weirdly it's strengths, but i'm not gonna get into that design philosophy here). Part of it is because it's a city build on the ruins of an older city that was built on the ruins of an older city still, to be poetic about it. A lot of systems go layer on over time.
There is also no "leveling" progression in a sense, you aren't really leveling your character up at least not on an overall scale. Frames and weapons do have levels but they aren't traditionally done, weapons for example only get more mod capacity slots they dont gain any power in and of themselves when leveling up. These "levels" of items are also only a familiar sense of progression early on, later a frame or weapon can be leveled up from 0 to max in one mission. There is no ilevel, or power level, or light level, or gearscore. You are what mods you put in and combine on your weapon/frame. Because of the way it does things it a system that encourages you to "level up" as much of a variety of items as possible, going from one to another. This is why there are so many frames, you aren't expected to stick to one all the time, rather trying out new ones constantly and then selecting a suite of them comfortable to you and the tasks required of them. You do have an overall MR (mastery rank) but it gives no inherent statistic benefits, rather quality of life ones, as it is essentially a measure of how many frames/weapons/items you have used overall.
It's very much a what you put into it kind of game, kind of like Path of Exile in that way. You put in a lot you get a lot. You put in very little and you'e gonna get very little out of it. You can fiddle around with it level up a couple frames do some missions try a few weapons and think it's bland and bounce off, totally understandable. Or dive deep and loose a few thousand hours, being a biomechanical space ninja that spreads the plague to a whole zone while traveling at mach 5 while killing a dozen or so enemies at a time with a weapon swing while doing cool slides, glides, flips and spins.
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