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SortaRandom

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Posts posted by SortaRandom


  1. 45 minutes ago, [DE]Connor said:

     

    • Warding Halo now only blocks 90% of damage taken. Will still block status effects and other procs.
      With 90% damage resistance, Nezha is still very capable of tanking, but encouraged to rely on his other tools to avoid getting overwhelmed. Taking minimal health damage allows for synergy with Blazing Chakram’s health orbs, not to mention new modding avenues like ... Health Conversion

     

    One concern-- If Nezha is able to take damage, then Health Conversion's armor buff will be deleted almost the instant he gets it, even while Warding Halo is active.

    The whole point of Health Conversion on Nezha will be to make the next cast of Warding Halo more powerful... but, unlike Iron Shrapnel Rhino, Nezha doesn't get to choose when he recasts it since he doesn't have a "cancel" button.
    The only way for Nezha to make full use of Health Conversion is to pick up orbs the instant WH depletes to zero, and recast it before taking damage. That's about it, though.

    It's DEFINITELY an improvement to our current system (since Nezha won't need to take damage with WH off in order to use HC), but the main issue is still there-- you only have a tiny window to properly activate it, and whether you take damage during that window is often beyond your control.

     

    I think Nezha could use an augment that allows him to destroy and recast WH, just like Iron Shrapnel on Rhino. Or maybe allow default Nezha to rapidly deplete his own WH health by holding 3 or something.

    • Like 1
    • Upvote 2

  2. 8 minutes ago, Voltage said:

    Thank you for the fixes. Is there a reason why the Khora augment does not scale off ability strength?

    Because Khora's 1 already scales off strength.

    If the augment scaled off strength as well, then Khora's augmented 1 would effectively scale with Strength^2. Which is a bit of a no-no.

    • Like 2
    • Applause 3
    • Upvote 7

  3. Oh my lord. That nezha skin. Good lord. OH MY GOOD LORD.

     

    Also:

    1 hour ago, [DE]Helen said:

    Other Tidbits:

    • A Relay rebuilding event is in the works. The event will include more information about Steel Meridian and old event weapons will return!

    What about the Proto Weapon Skins (the Dark Sector-looking ones) that were teased back in devstream 97?

    You know, these guys:

    xJ67LqL.png

    ZEP0Fln.png

     

    • Like 1

  4. 5 hours ago, [DE]Danielle said:

    Clarity regarding Frame Fighter Fragment spawns:
    With Update 23.4.0 and the addition of Frame Fighter Fragments, there is now a chance that all 3 Fragments can spawn, but the initial chance was lowered.

    As hyped as I am for frame fighter, I don't really think it should be interfering with spawns for cephalon fragments and somachord tunes. Those are already feeling a bit diluted as is.

    EDIT: Upon actually testing it out, it turns out that the Frame Fighter fragments spawn in addition to the usual Cephalon/Somachord fragments, without replacing them!
    Phew.

    • Like 3
    • Upvote 1

  5. 23 hours ago, WingedCrusade said:

    It was stated in the Greatsword video showing off this aspect that it would work that way so I don’t think we’d have to worry about losing the branching combos.

    Oh, actually? I must've missed that.

    I really hope that's the case!


  6. 7 hours ago, [DE]Taylor said:

    Other Tidbits

    • Looking to replace wall-hopping with wall-running, still working on the animations. It was originally changed to wall-hopping to help remedy issues with wall-running over small bumps. We’re hoping to iron that out and bring back the coolness of 

    Would it be possible to simply double the wallhop rate, but lower the vertical "boost" of horizontal wallhops to compensate (so players don't climb upwards too quickly when they're trying to run along a wall)? Basically just our current wallhop mechanics with the same overall movement speed, but with twice as many hops per second so it feels more like running.

    Just as an easier-to-program version of wallruns.

     

    7 hours ago, [DE]Taylor said:

    STANCES AND COMBOS
    Your attacks will vary depending on your movement state:

    • Standing still
    • Movement input
    • Starting from block

    I'm a bit worried by this. A couple things bother me:

    - Restricting 1/3 of the melee combos to a standstill activation feels wrong, considering that players should always be moving as much as possible. Players will be forced to stand still for a split second whenever they want to activate this combo.
    Not to mention-- the only "fine adjustment" options they'll have before attacking is camera rotation. And if the player has the "Align melee attacks to camera" option disabled, even that becomes impossible.
    Would it be possible to change this activation to "hold Attack" or "begin with slide attack" or something (or a less restrictive option that I can't think of at the moment), just for the sake of having full control over our movement and aim?

    - It seems like every stance will be restricted to 3 linear combos, rather than the "branching" combos of Melee 2.0. I'm not really fond of this... it feels like we have to dedicate ourselves to an entire combo right from the first swing, rather than being able to branch the combos as we attack.
    Is there any chance that we'll be able to blend with another combo partway through (e.g. starting with a "Movement input" combo and then finishing up with a "Starting from block" combo by holding Block before attacking), so that the "branching" behaviour doesn't completely disappear? I know that we'll be able to throw charged attacks in between, but that simply ends the combo rather than "branching" into something else.

    • Like 4
    • Upvote 1

  7. 28 minutes ago, [DE]Megan said:

    The Sacrifice Quest Related Changes & Fixes:

      Hide contents

    We have more Umbra/quest fixes queued up for our next Hotfix/Update. Thanks for your patience!

    • Upon dying, sentience Umbra will now become stand-still instead of forcing Transference. This also fixes returning to Umbra from Operator resulting in death.
    • Tweaked Umbra’s Radial Howl animation to have a very similar cast time and FX to Excalibur’s Radial Blind.


     

    Holy crap.
    Holy crap.
    Holy crap.

    HOLY CRAP.

     

    This alone just solved literally every problem I have with Umbra's moveset. Thank you so much, DE!

    • Upvote 1

  8. Umbra's 2 (Radial Howl) is twice as slow as Radial Blind (1.8 seconds, versus 0.9 seconds). It feels extremely sluggish to use, and has no additional benefit against any enemy that isn't Shadow Stalker or a Sentient drone-- and even in those cases, operators can do the same thing anyways regardless of frame choice.

    Any chance of making its cast time on par with Radial Blind, just so it's not a straight downgrade?

     

     

    Fixed not transferring back to your Warframe when Umbra dies while you are in Operator Void Mode.

    That's a shame. I was hoping to be able to stay in Operator mode for more than three seconds, like I already can with literally any other warframe.

    • Like 7
    • Applause 1
    • Upvote 33

  9. 8 hours ago, Deshiel said:

    Umbra ... becomes invisible when executing finishers😛

    5 hours ago, CuteFoxyFox said:

    What about invisibility after a finisher? Isn't it worth it?

    1 minute ago, Nereidalbel said:

    Stealth activation after a Howl finisher.  Just saying, that can save you from the bad.

    The invisibility is a passive of the Skiajati, not part of Umbra's moveset.

    • Like 1

  10. Umbra's abilities are disappointing. Explanation in spoilers.

     

    Umbra's 1, 3, and 4 are functionally identical to Excalibur's. And that's fine.
    Umbra's 2 ("Radial Howl") is also like Excalibur's... except it takes twice as long to cast. The only upside is that it wipes Sentient resistances.


    Radial Howl's casting animation literally lasts 1.8 seconds from start to finish. For comparison, Rhino Stomp takes 1.5 seconds and Radial Blind takes 0.9 seconds.
    It feels sluggish and horrible to use, especially if you're an Excalibur player who expects his 2 to be quick and responsive.

    Even Howl's upside has no effect in 99.9% of WF's content. And even for the other 0.1%, literally every Operator attack (including a quick tickle from the Mote amp) does the same job just as fast. In terms of abilities alone, Umbra's moveset is a straight downgrade to Excalibur's.

     

    Could Radial Howl's casting speed be doubled? Not to make it "overpowered", but to give it the same speed and reliability that Radial Blind already provides.

     

    After years of waiting, Umbra is finally out. But... I think I'm going to go back to my regular Excal.
    I was expecting an upgrade to my favourite frame, but at the moment, Umbra isn't that.

    • Like 9
    • Haha 1
    • Upvote 9

  11. 2 hours ago, [DE]Rebecca said:

    And Limbo...
    To put Limbo's Stasis in a more cooperative position, it has been changed to only stop-time for Enemies. Limbo's gear and all Ally gear will continue to function.

    This sounds awesome, but it feels a bit sad that we won't be able to pile up a bunch of bullets and unleash them all at once anymore.

    Could you consider having Limbo's own projectiles frozen while Rift+Stasis is active, but they deal something like ~30% more damage (scalable with STR) to make up for it?

    • Applause 1

  12. 7 minutes ago, [DE]Megan said:

    Changes:

    • Melee attacks now freely pass through enemies in Range (i.e an enemy cannot block another enemy from being hit).

    I'm still not fond of the line-of-sight requirement, but this is a nice step up.

    Sadly, there's still the issue of melee swings getting blocked by small objects and geometry (barrels, railings, etc). Is there any chance for adding an innate ~1.5m punchthrough for melee weapons so these minor geometry issues are less painful for the player?

    • Like 5
    • Haha 1
    • Applause 1
    • Upvote 34

  13. I still feel very against the LoS requirement.

     

    I understand not wanting people to cheese missions by slidespamming behind a corner. But the problem with melee weapons isn't that this tactic is possible, it's that MaimingStrike+BloodRush makes this tactic borderline meta. Corner spamming (and, for that matter, slidespam itself) was NEVER an issue in the game before MS+BS was released.

    I'm running a pure-Status melee build, which was not overpowered at all. Yet it got hit by the LoS change, and my melee weapon (which produces 100% of my damage output) is now super unreliable and kills things half as fast. Meanwhile, MS+BS can still get you >700% crit chance on a non-crit melee weapon.

     

    This is not how you balance things. MaimingStrike+BloodRush (i.e. their multiplicative interaction) is STILL the most overpowered thing about melee weapons, sticking a mile over nearly every other build choice. It makes slidespam meta, and that happened to synergize very strongly with lazy corner spamming (which is why corner spamming became an issue in the first place). Blanket-nerfing melees as a whole did not solve this issue.

    • Haha 1
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  14. 20 minutes ago, [DE]Rebecca said:

    PLEASE NOTE!

    Right now on Public, 'objects' includes 'enemies'. We have changes cooking on the Dev build that removes enemies from the 'objects' rule, meaning that melee attacks will freely pass through enemies in range (i.e an enemy cannot block another enemy from being hit).

    This is super reassuring, but it doesn't really do anything about enemies being protected by an explosive barrel or a bit of railing (or other small hunks of geometry here and there).

    I'm still against the line-of-sight requirement in the first place, but if it must stay in the game, is there any chance that melee weapons could get an innate ~1.5m punchthrough so that minor geometry issues are less painful for the player?

    • Like 1
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    • Upvote 35

  15. 14 minutes ago, Xzorn said:

     

    I was attempting to hit two targets side-by-side with the sphere at the end of the beam. I actually didn't notice the secondary rectangular "puff" had also shortened in width though I did notice the rapid-fire trick to semi exploit that puff effect doesn't seem to work anymore due to a decent delay, not that it would be required anymore since it's main purpose was to overcome the status/sec mechanic.

    My personal taste for the weapon's value aside I can really only argue Ignis feels more like any other beam weapon than a flame thrower. Having used Ignis 40% out of 4,000 in-mission hours it's rather unwanted. I didn't mind the weapon wasn't a DPS monster. It has a use and it was good at it. Now it just feels confused.

    I always used the rapid-fire trick to repeatedly create a giant cylindrical "dead zone" where everything's lying face down and Bombard rockets don't exist.

    Now that the rapid-fire trick is dead, I have to drag the spherical AoE across the ground awkwardly. Not so fun when you're surrounded by enemies who aren't standing above or below you.
    And to reliably cancel Bombard rockets, now I have to... (shudder)... aim.

     

    This update is my nightmare.


  16. On 2/21/2018 at 7:26 PM, Xzorn said:

     

    I noticed the loss in width as well.

    It's not even close to it's original box breaking legacy.

    I couldn't get it to hit 2 targets side-by-side at max range using Firestorm. Punch-through or otherwise.

    Were you trying to hit them with the sphere, or was the narrow beam just squeezing in between?

     

    For those curious, here's what the hitboxes looked like before:

    vYYZX8H.png

    And while I haven't tested this one extensively yet, this is what I think they look like now:

    yqeABaI.png

    where:
    - the red-shaded region only hits on the initial tick. (You can kind of visualize this as the blue sphere being thrust forward when M1 is initially pressed... although Firestorm only affects the blue sphere at the end.)
    - the orange line is the "central beam", which deals the listed damage.
    - the blue sphere is the AoE we all know and love. It deals 0.50x the listed damage (although I haven't tested post-22.13.3 yet).
    - the Ignis still reaches 20m instead of the Wraith's 27m.

    Note that the second image isn't zoomed out or anything; the hitbox is just that much thinner.

     

    I had a 100% Blast Status build before the rework, and it was absolutely unstoppable at breaking boxes and knocking down anything in front of me. Now, there's a lot more Blast procs happening per target... but that doesn't exactly help me, since the first proc is the only one that mattered.

    I'm happy that beam weapons are viable and all, but... this is going to be tough for me to get used to. :sad:

    • Upvote 1

  17. On 2/20/2018 at 12:46 PM, SortaRandom said:

    So the Ignis and IgnisW are actually going to have cone-shaped hitboxes instead of the wonky "spherical-AoE-at-the-end-of-a-beam" mechanic they have now? Sounds good to me!

    But having a 3m radius at the end of a nearly 30m beam (compared to the current 5m radius, at the end of any beam length) seems awfully narrow for a flamethrower. Are we going to be able to expand this with Firestorm?

    So, Update 22.13.3 happened. I just did some testing.

    The Ignis' hitboxes are not cone-shaped. It's EXACTLY the same spherical-AoE-at-the-end-of-a-beam system, except:
    - The central beam is wider. By 15cm.
    - The spherical AoE had its range decreased from 5m to 3m. (Expandable with Firestorm.)
    - The weapon is far less responsive, requiring M1 to be held for a noticeable fraction of a second before it can even deal damage. At point-blank range.

     

    What did the Ignis do to deserve this?

    • Upvote 4

  18. 1 hour ago, [DE]Rebecca said:

    Primaries
     

    Ignis Wraith

    27m Range

    0.15m beam thickness expanding to 3m at end point

    So the Ignis and IgnisW are actually going to have cone-shaped hitboxes instead of the wonky "spherical-AoE-at-the-end-of-a-beam" mechanic they have now? Sounds good to me!

    But having a 3m radius at the end of a nearly 30m beam (compared to the current 5m radius, at the end of any beam length) seems awfully narrow for a flamethrower. Are we going to be able to expand this with Firestorm?

    • Like 1
    • Upvote 11

  19. 25 minutes ago, [DE]Megan said:

    Changes:

    • Chroma's Vex Armor Damage Buff now works on Melee Damage.

    Nothing about Scorn and Fury's calculations not "being in line with other Warframe abilities" as claimed?

    Scorn and Fury still add armor/damage in the same way that Steel Fiber / Serration do, rather than multiplying the total armor/damage value by a simple multiplier (which, contrary to what the dev workshop claimed, is exactly how other Warframe abilities function).

     

    Fury's issue was that certain elements were double- or triple-dipping in the calculation. So if you somehow had enough power strength for "+900% damage" (i.e. x1000% damage) or something, then instead of multiplying the damage by 10x, certain elements would magically be boosted by 100x or 1000x. Fixing this was totally called for.

    What was not called for was turning Fury into a beefed-up Serration instead of a normal, functional damage multiplier. That precious +900% damage bonus now increases weapon damage by, like, ~4x (or less, depending on mods). That's pitiful in comparison.

     

    And Scorn... wasn't even overpowered. And now it doesn't even scale with Steel Fiber or Ice EW. I really, really don't see why this change was necessary-- and considering that it was mentioned 0 times in the workshop and devstreams, I'm honestly wondering if it was just an experimental change that wasn't supposed to make it through.

     

    More info: https://www.reddit.com/r/Warframe/comments/7wsrsn/chromas_vex_armor_calculation_seriously_needs/

    • Applause 1
    • Upvote 12

  20. I like the idea of concentrating vaulted relics into one source, but Bounties are painful to do over and over again (even if they do give relics far more quickly than other modes).

    Bounties would be a LOT more bearable if we could freely use Archwings without feeling bad about wasting resources on every calldown. Could you guys consider a more-expensive-but-permanent Archwing launcher?

    • Applause 1
    • Upvote 9
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