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Posts posted by SortaRandom

  1. 20 hours ago, [DE]Megan said:


    Stance & Weapon Changes: 

    • Crimson Dervish:
      • Fixed Crimson Dervish not having it’s sliding heavy attack hooked up.

    Crimson Dervish's what now

    EDIT: So it looks like "sliding heavy attacks" are just the second swing in the "heavy attack combos". That's way less exciting than I thought it was going to be.

  2. 2 hours ago, Dapal003 said:

    Please allow us re-bind "quick melee attack" and regular "melee attack". I don't want to keep spamming my melee button when I'm in the melee stance as that means I have to take a finger of the four holy keys, WASD. That way we can (if we want to) not have to sacrifice movement over using our weapons. We were able to do this back before melee 2.5, it was such a nice feature to have.

    Amen. The current "gunfire-button-for-melee" toggle just isn't cutting it, since attempting a Hold/"Tactical" combo will just fire the gun instead.

    The "quick melee" and "dedicated melee" modes should have separate keybinds, just like the olden days.

  3. As someone pointed out on the first page, Condition Overload now stacks ADDITIVELY WITH BASE DAMAGE (i.e. adds on top of Pressure Point rather than multiplying it).

    Regarding communication: I have mixed feelings.

    • On one hand: y'all should've told us about this prior to the update. Your wording made it seem as though CO was still going to be multiplicative with other damage boosts, which I'm sure was deliberate.
    • On the other hand: I kinda understand why you didn't tell us about this prior to the update. There would've been an insane amount of backlash considering that nobody had actually tried it out yet.

    Regarding ingame balance: Still mixed feelings.

    • On one hand: CO builds are objectively much, much weaker than before. Pre-nerf CO was the only thing that made pure-status builds viable, but those are effectively no longer an option. 
      Assuming you've only got Primed Pressure Point equipped and are hitting a target with 4 procs, your effective damage multiplier has gone from 17.4x (base * PPP * 1.64) to 7.45x (base * (PPP + 1.2*4)). That's a bat-crap crazy loss in damage. And if you're running a build that stacks base damage (e.g. rivens, Spoiled Strike, Chroma, etc), then this loss in damage only becomes even more extreme as CO is increasingly subject to diminishing returns.
      I mean, Chroma mains ought to be on suicide watch right now, yikes. Their melee damage just decreased by about an order of magnitude (again), and their frame doesn't exactly have much utility to make up for it.
      Ironically, crit builds (the meta for melee) are affected by this change the least, since they tend to have less base damage stacked up (i.e. CO can have more of an effect in comparison)!
    • On the other hand: Pure-status builds got completely shat on, but so many weapons have had their base Crit+Status buffed that hybrid builds are easier to make than ever.
      Also, more importantly: Prior to the update, CO made some melee builds so powerful that there wasn't much reason to even think about using a gun. The gap between the two has dramatically decreased (which was obviously the intention of the nerf in the first place), and I mean this in a good way. It actually feels like there's a choice between melee and guns now... Pre-U26 meta builds like hybrid polearms are still powerful, but they no longer hopelessly outclass every ranged weapon.


    Overall... melee is more balanced now, but this came at the cost of build variety (with pure-Status builds being completely nonviable), and an indirect-but-harsh nerf to Chroma (with CO barely having any effect due to the extreme amounts of base damage).

    I think that CO should still be an overall damage multiplier, rather than a base damage boost. Tweak the numbers so that it's still balanced (e.g. "80% final damage per status, stacking up to 6 times" or something). The current formula makes pure-Status builds and Chroma unviable for melee, which is the opposite of the diversity that this update was striving towards.

    • Like 9


    I've been trying to bring this to your (DE's) attention for a while now, but unfortunately this wasn't addressed in the update.

    I play with this option disabled (as is standard in any "monster-hunting" type of game, e.g. Dark Souls / Monster Hunter / Dauntless / Vindictus). This worked fine with Melee 2.0 since most weapons/stances didn't have directional combos. However, now that every stance has its own "Forward" / "Forward Technique" attacks, the new melee style unfortunately doesn't support this option very well (i.e. all "forward" combos only activate when holding W, but not A,S,D).

    Could you give the "align melee attacks to camera" option a very quick review, so that it's properly compatible with Melee 3.0? The only change necessary is to let A,S,D activate the "forward" combos in addition to W when "align melee attacks to camera" is disabled.



    EDIT: Some general melee feedback:

    • Finishers have been moved to Contextual Use (X) instead of Melee (E).
      OH MY GOD
      ^ literally me right now


    Some feedback about stances themselves:

    • Some "Neutral" combos restrict movement too much, and should be switched with the "Forward" combos.
      When players use Neutral combos, it's often because they want to strafe left/right/backwards while attacking. However, most Neutral combos lock the player's legs, while the Forward combos will more-often let players WASD freely during the animation (despite W needing to be held to activate them).
      Some examples: 
      - Iron Phoenix (Longsword)
      - Carving Mantis (dual swords) 

      Simply switching the "Neutral" and "Forward" combos around would make the stances feel much more responsive to the player's inputs.
    • Many "Neutral" combos restrict leg movement, but they often shouldn't have to.
      I get locking the legs when the character is twirling/flipping/kicking/etc, but there are moves where the legs look like they should be freely controllable, yet the player cannot WASD during the animation. This is especially bad for "Neutral" combos, i.e. the combos where the player is most likely to want to WASD while attacking.
      The most egregious example I can think of:
      Swirling Tiger (dual swords); first attack of "Neutral" combo. (The worst part is, you used to be able to WASD during this move in Melee 2.0!)
    • (potentially difficult to implement, but) Add option to opt-out of certain combos?
      I know there are players who are going to love most of a stance except for a certain clunky combo that gets in the way. I think it'd be cool if players had stance-specific options to completely disable certain combos, or otherwise tweak the controls of that stance. Perhaps add customization options (saved locally for each individual stance) to the "Melee Combos" window?
      e.g. If someone loves Iron Phoenix but hates its Neutral Combo (as I do), then allow that combo to be disabled entirely (such that the Forward combo is activated instead).
      Here's a quick UI mockup:LX0EkVF.png


    EDIT2: Some feedback about specific stances:

    • Shimmering Blight (Polearms) is AMAZING.
      For those who haven't used it: It's missing a Forward combo and Tactical combo. Its Neutral combo allows full WASD movement, and both its Neutral and Forward Tactical combos have nice, wide hitboxes.
      It's simple. It's effective. It's hella fun. I am not being sarcastic when I ask that y'all please do not touch this stance further (aside from maybe a fix for the first Neutral swing stepping to the right for some reason-- same applies for Bleeding Willow).
      That being said...
    • Bleeding Willow (Polearms) feels like a strict downgrade to Shimmering Blight.
      Its Neutral combo is identical to Shimmering Blight's... but its Forward-Tactical combo, when compared to Shimmering Blight's,
      - has roughly the same speed
      - leaps roughly the same distance
      - has the same number of forced bleed procs (i.e. one)
      - does only a single hit on the first swing (albeit with a somewhat higher multiplier that doesn't quite make up for it), versus Shimmering Blight's many hits
      has a somewhat narrow hitbox on the first swing (versus Shimmering Blight's 360-degree helicopter twirl)
      does not inflict Lifted status, whereas Shimmering Blight does
      with no other significant advantage to back it up. I think it'd be great if Bleeding Willow's Forward Tactical combo, instead of being "mobile swing + a few stationary swings", was simply the last 3 swings of its pre-U26 "hold E" combo-- that is, three mobile swings in a row. Less power, more mobility-- just like before!
    • Like 4
    • Haha 1
    • Woah 1
    • Applause 1

  5. 7 hours ago, [DE]Bear said:


    Pro Gamer Move Example: Use the first, opening attack in the Forward Tactical Combo (Forward + Block/Aim + Melee) to close the distance on the target, then transition into either a Neutral Combo (Melee Only) or a Neutral Tactical Combo (Block/Aim + Melee) to finish off the target.

    This looks hella dope. Hot dang. The mobility from the Hold combo looks MUCH better than I was anticipating (i.e. much better than what Iron Staff has right now), and that base range looks satisfying to use!



    A couple of quick comments on certain topics:

      This wasn't mentioned at all in this thread. I play with this option disabled (as is standard in any "monster-hunting" type of game, e.g. Dark Souls / Monster Hunter / Dauntless / Vindictus), and it works fine since most weapons/stances don't have directional combos... but the current Iron Staff preview unfortunately doesn't support this style at all (i.e. all "forward" combos only activate when holding W, but not A,S,D).
      Are there plans to give the "align melee attacks to camera" option a quick review, so that it's properly compatible with Melee 3.0 (i.e. could y'all let A,S,D activate the "forward" combos in addition to W)? Or are players like myself kinda just SOL?
    7 hours ago, [DE]Bear said:

    At the moment, the current list of mods and their proposed changes are listed below.

    • Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising (X)% per Combo Counter tier (something much easier to achieve in Phase 2). We will provide the final % pending more testing. 
    • Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased to a Significant % of the old version to balance the change. Final % to come soon.

    I'm glad that the spin2win meta is being toned down, but I haven't seen any mention of the current multiplicative scaling between these two mods. Maiming Strike's +90% CC bonus is currently multiplied by Blood Rush, and that's why the MS+BR combo is so overpowered in the first place. If I'm interpreting this correctly and Maiming Strike is now multiplicative rather than additive (a la True Steel), then it sounds like Maiming Strike itself is being gutted, even though it's the MS+BR interaction that's the problem.

    Example: A fake melee weapon with 0% crit chance will currently have >535% crit chance at 3.0x combo if MS+BR are equipped.
    My solution: Let MS apply after BR, not before. This way, the same weapon will have a flat 90% crit chance, regardless of combo.
    Current plan: MS is multiplicative, so the same weapon has 0% crit chance, and MS is unusable on weapons with low base crit chance. <-- Not good.

    (I've been saying this repeatedly in numerous feedback threads for literally years, and I know I'm not the only one. Not seeing any mention of this here is a little bit disheartening, to say the least.)

    • Upvote 15

  6. 8 hours ago, [DE]Rebecca said:

    We will see you at 2 p.m ET on Friday, October 4th for our next Devstream! Next week we'll have the Q&A thread up and information on topics and more. Vauban (and Ember) will be discussed and very likely shown. 

    Me anticipating literally any Melee 3.0 information after more than a month of no devstreams:


    • Like 3
    • Haha 1
    • Upvote 3

  7. I'm VERY happy with the rotations being changed across game modes, but this particular mod...

    3 hours ago, [DE]Connor said:
    • Five new Aura mods that follow a more Nightmare or Corrupted style! (Final numbers will be posted in Update notes.)
      • Wicked Strikes: + Faster Charge Attack / + Combo Counter 


    ... doesn't really inspire confidence for, well, Melee 3.0 in its entirety.

    In the game's current state, some of the WORST parts of the melee 2.0/2.9999999 system include the combo counter's insta-depletion (mandatory mod slot on nearly all weapons if you're not using Naramon) and charge attacks as a whole (hilariously slow and useless on anything besides glaives/gunblades/Zenistar). Adding mods centered around these mechanics, after all this time and all this feedback, feels like yall are just telling us that Melee 3.0 won't address the inherent problems of either mechanic.
    (I have similar feelings regarding blocking/damagereflection and Amalgam Javlok Magazine Warp, which was added in the jupiter remaster. The mechanic is hot garbage at base for all weapons, and adding a bandaid mod does nothing to address that.)


    Not to be a negative nancy in this thread full of amazing changes for Arbitrations, but... if mods like this are being added into the game this late into Melee 3.0's development, one can't help but be pessimistic about it IMO.

    • Applause 3
    • Upvote 6

  8. 46 minutes ago, [DE]Helen said:

    A uniquely-styled alternate helmet for Gauss.

    This is amazing


    Also, I'm intrigued by the video's quote "Thermal Sunder siphons kinetic energy from the area, charging the battery while emitting a radial COLD STATUS":


    With the way the enemies were frozen in the trailer... does this mean the Cold proc is getting reworked? Into a full-on "freeze" effect, instead of a simple slowdown?

    • Like 1
    • Woah 1

  9. 7 hours ago, [DE]Bear said:

    Hysterical Assault - Hysteria Augment - Valkyr

    • Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas 

    - vomits profusely -

    This is just a band-aid for Valkyr now that "blocking" disables the melee weapon and makes you vulnerable. Which is something that a huge portion of the community has been vocally against since Melee 2.9 dropped.
    DE, manual blocking CAN be reintroduced into the new melee system! Just let RMB block, and let Reload (R) swap to gun without reloading instead.

    • Like 2
    • Applause 2
    • Upvote 2

  10. 1 hour ago, ChevC said:

    Here is a solution, just my 2 cents, point your mouse up or down and hold W. Thx DE for the update

    "DE, the 'A' key is completely broken, and my frame can't move left anymore! Please fix!"

    "lol just point your mouse left and hold W ezclap"


    A core part of Cloud Walker's movement is almost unusable. Restricting yourself to mouse+WASD is the obvious workaround, but it's not a solution.

  11. Thanks DE!

    Are there going to be any more Wukong changes incoming? Cloud Walker's up/down movement still feels slow and awkward, as if it wasn't affected by the rework.

    • Upvote 6

  12. 13 minutes ago, [DE]Megan said:


    • Added a highly requested ‘Toggle’ for Excalibur Umbra’s details to hide / show his details on Skins! This predominantly hides / shows Umbra’s scarf to allow Skins to truly shine!


    PRAISE BE!!!!!

  13. 1 hour ago, [DE]Megan said:

    Wukong Changes & Fixes:

    • Cancelled Warframe's live adaptation of Planet of the Apes due to "too much monkeying around" by fixing the ability to spawn infinite Celestial Twins.

    ... I definitely missed out on something magical.


    Also, some quick Wukong feedback:

    • Cloud Walker cancels sprinting if Sprint Toggle is enabled, which is super annoying
    • Currently cannot melee (E) or aim (RMB) out of Cloud Walker (haven't tried the slam fix yet though) EDIT: IT WORKS!!! Y'ALL ARE LITERALLY JESUS
    • Cloud Walker's up/down movement is very slow and needs to accelerate, whereas WASD movement thankfully does not. This inconsistency feels awkward and makes small changes in height very slow and difficult to do (WASD doesn't have this problem).
    • Like 2

  14. 2 hours ago, [DE]SpaceySarah said:


    • Defy will now taunt enemies while Wukong and his clone gain temporary invulnerability with reduced movement speed. All damage is captured, stored, and dealt back in a single furious long range staff spin attack.

    So this basically means that Defy will have a staff-spinning animation that... does no damage at high levels.

    Damage reflection has never been a viable option in this game, since enemies at mid-level or higher have WAY more bulk than damage. Defy's staff spin needs some form of scaling-- e.g. the staff-spinning attack acts as an Iron Staff swing in terms of damage (with mods, crits, procs, combo counter, etc. all accounted for), and Defy's stored damage acts as a multiplier for its final damage.

    The rest of the rework looks awesome, though! 



    I'm especially looking forward to this combo:

    2 hours ago, [DE]SpaceySarah said:

    Primal Fury

    • Damage for Wukong and his clone is redistributed for a more powerful feel, with a much higher status chance, larger base range, and some slash.

    Cloud Walker

    • Wukong evaporates into a fast-moving cloud of mist that will temporarily daze and paralyze enemies in his path.

    I really hope this means what I think it means.


    • Like 2
    • Upvote 4

  15. 1 hour ago, Shiichibukai said:

    They are bloody useless, why should I use them over the current existing mods that give me so much more power? I guess if you wanna have fun with weird builds sure, but wont be used in normal gameplay for sure. And gamechangers, most liiiiikeeely nooooot.

    Obviously they're not mods that you'll want to equip all at once or something. They're not suddenly going to become the new meta, but they can easily replace a couple of mods in one's current build to add some surprising capabilities.

    Aero mod set ("enemies damaged when Aimgliding are put to sleep upon landing"), for example? Assuming it functions the same way as Sleep/Rest/Blind/etc, that's straight-up +700% crit damage (additive) that applies regardless of whether the melee weapon actually crits. That's a bigger crit multiplier than many crit builds, while requiring zero crit-related mods on your melee weapon-- meaning that those slots can be used for beefing up raw damage and Status (bleeds / condition overload / etc) instead. Which opens up pure-status melee builds (i.e. builds that take full advantage of the octupled non-crit damage from Sleep/Rest/Blind/etc) to every frame, instead of requiring Excal/Ivara/Equinox/Madurai.

    Imagine a Slash-heavy polearm with 100% status chance. Or just imagine a Redeemer Prime or something (which isn't as practical, but think of the numbers!). Now imagine both of those doing 8x damage on any frame. That is how the Aero mod set do.


    The other set mods are less extreme, but can certainly be worth adding if you can make room. (As a rule of thumb: If your build involves something as negligible as a Drift mod, then yes, you can make room.)

    - Proton Pulse will let any warframe launch themselves across maps upon contact with a wall.
    - Anti-Grav Array and Odomedic are nice bonuses (with the latter potentially freeing up an operator Magus slot) that can typically be equipped passively since Sentinel/Moa builds aren't as cramped.
    - Motus Setup is big beefy stats for your shotgun if you move around a lot, and Proton Jet (if additive) can be super useful for frames that can wall latch safely.

    Is nice.

    • Applause 2

  16. Well, color me 100% hyped!

    1 hour ago, [DE]Helen said:

    Aero Mod Set
    Set Bonus: Damage enemies while Aim Gliding and put up to 5 of them to Sleep on landing.


    • • Motus Signal - Warframe: Increase Double Jump strength by +200%
    • • Motus Setup - Shotgun: +100% Critical Chance and Status Chance for 4 secs after landing from a Double or Bullet Jump
    • • Motus Impact - Melee: Increase range of aerial melee attacks by +2m


    • Proton Pulse - Warframe: Wall Dashing grants + 200% Bullet Jump Speed
    • Proton Jet - Rifle: During a Wall Latch gain +50% Critical Chance and Status Chance


    • Gale Kick - Warframe: 100% of Melee Damage converted to Impact Damage on Jump Kick, knocking down nearby enemies on kill.
    • Anti-Grav Array - Robotic: Increase height of owner’s jump by +40%
    • Odomedic - Robotic: Every 3m traversed by Wall Running regenerates +40 Health over 4s. This effect can stack up to 3 times.

    These looks bloody amazing!
    THIS is how set mods should be done. They're niche and encourage a specific (and new) playstyle, but they're powerful enough for that playstyle to be perfectly viable. Motus Setup, Proton Pulse, and especially the Aero Mod Set look to be gamechangers for sure.

    My god. If the Aero set's Sleep debuff functions like the Blind/Sleep/Pacify/etc abilities (regarding stealth bonuses), then I am officially drooling all over my desk.


    On the other side of the spectrum:

    1 hour ago, [DE]Helen said:

    Proton Mod Set
    Set Bonus: During a Wall Latch gain 17% Damage Reduction

    that's never going to outweigh the damage received from staying in one spot
    seriously who comes up with these numbers

    • Like 1
    • Woah 1
    • Upvote 1

  17. 3 hours ago, (PS4)Hikuro-93 said:


    But are the challenges about formas and gilding still be a thing? I assume yes since there was no mention of them in the Dev Workshop. But please, despite being ok with mostly every challenge season 1 had to offer, I find those 2 to be the most cumbersome of all.

    They are extremely punishing for those who do not have gear to forma and gild, and put pressure on players without any need, when compared to other challenges.

    In addition to this:
    Even if players do have forma/modulars/time to spare, the very existence of these challenges discourages players from doing these tasks (forma'ing weapons/frames/pets/etc, crafting+leveling modular gear) on their own time. While these challenges exist, players will always have some amount of fear that one of these challenges would pop up and require them to spend all those resources+time again.

    IMO, the "Use X Forma" and "Gild a modular weapon" challenges (and, similarly, the "Socket X Ayatans" challenge) should be deleted entirely for this reason.

    • Like 4
    • Applause 5
    • Upvote 14

  18. 2 hours ago, [DE]Bear said:

    3) Changes to Existing Acts!

    • Ayatan Socket requirement for Acts lowered from 5 to 3

    I don't think lowering the socket count is enough. This challenge, and the "Gild a modular weapon" / "Use X Forma" challenges, are ones that should be completely deleted. Their very existence discourages players from doing these tasks on their own time (i.e. obtaining/filling Ayatans for decorations/endo, crafting/upgrading modular weapons, and upgrading weapons/frames/pets), out of fear that one of these challenges would pop up and require them to spend all those resources+time again.

    I don't think this is something that should ever happen in a game. If any of you guys at DE play Pokemon GO, you'll know that Niantic is already infamous for having a more-extreme version of this problem with their Community Day-exclusive pokemon moves. ("Oh look, I got a Ralts with 100% stats! Better do nothing with it for months on end, because evolving it right now might lock it out of a better moveset in the future, causing its good stats to go to waste.")

    • Like 5
    • Upvote 13

  19. I was hoping this devstream would involve Melee 3.0 progress and some acknowledgement of the game's current RNG issue (Ephemera, Wolf Mask, Aura Forma, etc).
    Melee "2.9999" is implemented very awkwardly at the moment, and the RNG for new drops within the past 5 months is just bat-crap insane. Like, garbage-that-I'd-expect-from-the-likes-of-Nexon levels of insane.

    There has been a ton of feedback about these things over the past several months, but there's been only silence from DE's end. I was hoping that the devs would at least acknowledge that they're reading our feedback to begin with, but... not today, apparently.



    Just watched the last bit of the stream, and yes, DE says they'll be increasing the droprates of most of these ephemera. No mention of the wolf mask. No mention of the sheer insanity of these drop rates aside from "yeah most ephemera drop rates are going to be increased".

    It's a bit reassuring that they have indeed looked at our feedback about ephemera RNG, but... I don't like the sound of simply increasing the drop rates. Even if they quadruple the drop rates for the current ephemera, they'll still be grindier than any other item by several orders of magnitude.

    Relevant post from the subreddit:

    Increasing the drop rates isn't enough. Every single ephemera in the game should be changed to a "merit-based" instead of "luck-based" drop.

    • Applause 2
    • Upvote 7
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