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AJAL8000

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Posts posted by AJAL8000

  1. hace 1 hora, Ardhanarishvara dijo:

    As someone who has gone an hour and a half in steel path circuit with just base shield gating and zero mods or keys to augment it, on frames that are not built to augment their shield gain in any notable way, such as gyre for example, I rather think that's underestimating it a bit. The shield gating mechanic was plenty utilizable with only a single augur mod in the vast majority of instances - if you're far enough away, or are moving quickly enough, it's quite rare that you get blitzed by more than one hit at a time, so casting can easily get the base shield gating up enough to compensate for another stray hit.

    Or rather, that's how it has been thus far.

    Between a combination of...

    1. More shields = faster regen
    2. Shield gate maximum duration goes up the higher your max shields, and
    3. Shield gate minimum duration goes up the more shields you've regenerated

    I rather think that it'll be considerably easier now for people to survive without having to use this new mod. I certainly was doing just fine before without ever using a decaying dragon key, and that's about to get easier to do, so.

    Keep in mind that you will no longer have to fully regenerate your shields to get a decent gate time, and that we finally have access to adjusting the recharge delay, with one mod cutting it down by 40% (so it won't take 4 seconds to start up, but 2.4) and another one cuts it down by 35, for 75% reduction total (1 second to regen start). New shield-related builds suddenly become possible without having to explicitly use augur mods or brief respite to get decent gate times in decent intervals, assuming the mods aren't mis-described and actually just increase speed of getting to activate shield regen by 1.4x and 1.35x.

    Also, I would like to point out that part of your concern was immediately addressed directly below the mod image you pointed out.

    Remember that the mod cuts shields down to one fifth of their current value. At rank 30, there are only a ten warframes that have more than 500 shields, many of which are Primes: Hildryn, Hildryn Prime, Revenant, Revenant Prime, Styanax, Harrow Prime, Caliban, Frost Prime, Gyre and Hydroid Prime.

    Brief Respite alone could cover most of those examples without any additional augur mods - if not for the fact that Styanax and Frost Prime are pretty much exempt due to being cc and overguard gods, Revenant has Mesmer Skin, Hildryn has Pillage, Harrow has Condemn, and Caliban is usually just fine thanks to his Crew topping up his shields the moment a single cast of Fusion Strike gives him a non-zero shield value. So the only ones you need to worry about over the 500 shield threshold are Gyre (aka kill everyone before they can even touch her) and Hydroid (tentacle cc, staggers, tidal surge just being immune during cast).

    Every single other warframe in the game, aside from those just listed, has fewer than 500 shields at rank 30, meaning this one mod will cut their max shields down to below 100. Even if you somehow don't regenerate all 100 in a single cast courtesy of Brief Respite, getting 70 will still yield like 1 second, a negligible difference compared to the full gate, and more than double what the minimum gate would get you prior to these changes.

    Let's say with Limbo, which is my favorite. He would have to fill 350 shields out of the 370 total he has. To even get the 1.3 seconds we currently have.

    How should I solve this without completely changing my Limbo build? The simple answer is that it would be with the new mod. Because otherwise I would have to use some of these other mods:

    Cita

    Fast Deflection: added -45% Shield Recharge Delay
    Fortitude: increased the Shield Recharge value from +80% to +100%.
    Also increased Chance to Resist Knockdown from +20% to +40%.
    Vigilante Vigor: added -30% Shield Recharge Delay

    Which will always make me lose a Slot in Warframe anyway (or two or three). With the new mod I only need to fill 74 shields to get a consistent 1.33 seconds.

    On the other hand, one cannot always afford the time to wait for shields to fill before continuing to fight. So spending energy to get full shield with one button was very useful and now having to fill up around 350 shield (or 370 in this case) it is simply unrealistic to expect it to be as comfortable.

    Of course as you say. Shield-Gating will be in place regardless of the number of shields. But that's actually also a problem because you can practice knowing when 1.3 seconds has passed. Do you know when 0.53 seconds have passed? or 0.75 seconds? Something difficult to calculate.

    You may wonder why it would be necessary to use Shield-Gating with Limbo? Well, you have to remember that Eximus and Nullifiers cause him a lot of problems, and having the ability to work with Shield-Gating to counteract these problems was good for him. Now Limbo is undoubtedly in a much more delicate situation than before. You'll imagine that some other CC Warframes don't have much choice in this regard in the long term either. Or Glass Cannon Warframes also.

    Oh and lastly, I'm a veteran player too, I understand what you were talking about too. Weekly I always do 30 or 40 Circuit Rounds in Solo, plus I have already gone several times at LvL Cap levels in different factions. That's why I'm a little worried about the situation because all these changes do is hurt some Warframes while buffing others.

    As I said: "Very few Warframes will be able to take advantage of the Shield-Gating mechanic without this mod."  Obviously everyone will still be able to do Shield-Gating, but in terms of consistency when using it, few Warframes will be able to do it without that mod. And please, let's not bring Warframes like Revenant or Octavia or somes Warframes like them into this because obviously these Warframes do not depend on Shield-Gating to survive and being effective in a mission (Although it obviously helps them).

  2. Could you provide some additional statistics? So I don't feel like it's just a nerf for the majority of Warframes that depend on Shield-Gating to survive?

    I feel that if you put "Immune to states with full shields" or "Remove states from the Warframe with full shields". It would be nice, since it could easily be replaced by Rolling Guard in several Warframe builds that don't even have a way to get rid of states.

    This way it doesn't feel like we're losing a mod slot when taking advantage of Shield-Gating ussually requires the Augur Set mod and Brief Respite.

    Or maybe "This mod gives a certain amount of Shields per amount of energy spent." So we can still remove a mod from the Augur set?

    I mean, put something else in there, which is not a direct nerf to the builds of various Warframes, it's not like Shield-Gating allows us to be immortal at no cost on all Warframes.

    Very few Warframes will be able to take advantage of the Shield-Gating mechanic without this mod.7869590ea1281b2ee7a4dd3548cbe4bc.png?ex=

    • Like 4
  3. hace 10 horas, Traumtulpe dijo:

    It doesn't work on half of the Incarnon mode, that's what you'd call half fixed.

    And considering that the projectile scales multiplicatively with gun CO (while the explosion doesn't at all), and has 6x damage from critical headshots... it's actually less than half fixed. More like 1/4 fixed.

    It would be great then if you could help me ask even in the next Hot-Fix if it is okay or if it is correct that it only affects AoE damage instead of Direct damage. To make sure it is not a bug.
    As you say and on second thought, the truth is that obviously it would be better for it to either affect both or only affect direct damage because the mod is activated in direct damage, which does not make much sense if it only increases AoE damage. Idk.

    • Like 1
  4. hace 3 horas, Traumtulpe dijo:

    Half of it is working now. See this video:

    See the number 250 with the little hammer symbol consistently showing? You can see it all the same at 200% Double Tap and all the way to 500%, never changing.

    That's the projectile (as opposed to the explosion), it's easy to distinguish since it has a forced Impact proc - there is no Impact damage anywhere on the weapon. So as you can clearly see, the main projectile is still not benefitting from the mod Double Tap. You're getting there though, keep trying please!

    Look, I'll give you this link where they show that theoretically it was "fixed". That video shows that that is actually the way it should work. It's not that it's "half fixed." Or at least that's what it seems like. Apparently it only affects AoE damage instead of Direct or both. Something strange but considering the statistics it's not really a problem! (I think)

     

    • Like 1
  5. hace 5 horas, [DE]Danielle dijo:

    In this Hotfix, we’ve specifically removed the interaction that buffed its damage, as heavy attacking mid-air is not possible otherwise. We understand that this was a popular combination due to its ability to land wild damage numbers, but it was dependent on a movement animation bug and went beyond the original design for the Arcane. 

    Oh actually this doesn't make sense at all for 3 reasons:

    1. It is still possible to do Heavy Attacks in the air. In that case wouldn't it be better to fix the melees so that they can't do that in the first place?
    2. It still gives me the Critical Bonus of doing a Heavy Attack. I mean, you're telling me that you didn't remove the possibility of interaction, you only removed the damage that Zaw increased because it was a Heavy Attack. Because? What is the reason for not removing the ability to make Heavy Attacks in the Air if it is supposed to be a bug?
    3. And the third and most important point: SO MANY YEARS AND WAS NOT SOMETHING INTENTIONAL? DOES IT REALLY TAKE YEARS TO FIX A BUG SO RECOGNIZED BY THE COMMUNITY? From my point of view, if you leave something like this for so many years and the community rubs it in the Developers' faces so much, it means that it is intentional. Not that it was a Bug.

    Please remove that "fix" that your team has put in, it makes no sense at all. Do they want us not to use that mechanic because doing Heavy Attacks in the air is a bug? Then fix that bug so it's not possible to do Heavy Attacks in the Air in the first place.

    Although on the other hand, was it a bug? I mean, doing Heavy Attacks in the Air seems like a very good mechanic in the game, I often used it in No-Zaw melees. Why after so many years are they now treating it like a bug?

    You guys are incredible, seriously. Sometimes it seems like you are going 1 step forward and 2 steps back.

    This is one of the many reasons why I would really like them to give themselves a little break from putting in big content, so they can fix the game. This way at least we will know if Bullet Jump is a mechanic or a bug. lol.

    If this is posed as a nerf, then don't treat it as a bug. In fact, I wouldn't have any complaints if you told me "this is a nerf because blabla". Instead of telling me that the whole mechanic of doing Heavy Attack in the Air is a bug.

    • Like 12
  6. hace 15 horas, AxcelZ3r0 dijo:

    ...They said it was fixed in 33.6.

    It's now several hot-fixes past that.

    It was never fixed. They just said they fixed it but it never really was.

    En 3/9/2023 a las 9:41, TheLexiConArtist dijo:

    That fix note doesn't say anything about Incarnon modes though? It says on the Latron (variant). Implying base Latron gunplay had problems which were fixed, not the Incarnon Modes thereof.

    You can point out if it's still bugged in the Incarnon mode, sure, but to take such a tone of condescension and accusation you should probably check your quotes make the claim you're refuting..

    Check my post. They are clearly talking about incarnon mode.

    Cita

    Fixed Latron’s =>Incarnon Mode<= not benefiting from the Double Tap Augment Mod. 

    It's been so long, now they put a hot-fix again where they say they "fixed" it but they didn't fix that the damage doesn't increase and they didn't even fix the HUD like they said XD.

    Now the mod reduces your damage in incarnon mode. How is this possible? My God.

    • Like 1
  7. On 2023-08-31 at 11:38 AM, [DE]Megan said:

    (this was a UI issue only, the intended damage bonus was still applying)

    Nope, there were a bunch of videos on the forum where this was reported that showed no damage increase.

    Also, is still not fixed. (I can't belive it) 

    Normal Form in Latron Prime (sorry is in bad quality for no reason). Works fine.

    20230831142630_1.jpg?width=1213&height=6

    Latron Prime Incarnon Form: Only shows 140% buff and doesn increase the damage. In fact it seems that it reduces it! (here does 596 crit damage with Double Dap)20230831142803_1.jpg?width=1213&height=6

    And here without the mod my latron does 993 WTF?

    image.png?width=1213&height=682

    Conclusion: They haven't fixed anything, actually now it's worse than ever XD

     

     

     

    On 2023-08-31 at 11:48 AM, TeaHands said:

    Jurassic Park Dancing GIF by Spotify

    All of my Latrons will be happy to hear this.

    Is still not fixed.

     

    On 2023-08-31 at 11:38 AM, [DE]Megan said:

    Fixed several issues with Double Tap’s buff indicator: 

    • (Latron and Latron Wraith) Fixed the buff indicator being stuck at 100% and not adjusting based on hits.
    • (Latron Prime) Fixed the buff icon not showing up in the HUD (this was a UI issue only, the intended damage bonus was still applying). 

     

    Hey DE. How many months am I supposed to wait for the Latron mod to be properly fixed?

    This is the second time they post that they supposedly "fixed" it but I go into the game and it's still not fixed.

    I am so upset and frustrated. It's like [DE] is in denial all the time. "this was a UI issue only, the intended damage bonus was still applying" Can't you test it better to make sure? So easy it's by God.

     

    On 2023-08-31 at 11:38 AM, [DE]Megan said:

    Fixed several issues with Double Tap’s buff indicator: 

    • (Latron and Latron Wraith) Fixed the buff indicator being stuck at 100% and not adjusting based on hits.
    • (Latron Prime) Fixed the buff icon not showing up in the HUD (this was a UI issue only, the intended damage bonus was still applying). 

     

    no-one.gif

    "I'll say it's fixed but I'll never actually fix it, and NO ONE WILL EVER KNOW!"

    • Like 12
  8. En 28/7/2023 a las 9:35, [DE]Momaw dijo:

    We know about the buff icon not displaying correctly, but how are you testing that shows the damage itself not working?

     

    As you can see, it's still bugged. But on the other hand.

    En 28/7/2023 a las 9:35, [DE]Momaw dijo:

    (it is VERY easy to miss the target and lose the buff while they are getting pushed around by the Incarnon mode's impact)

    What's the point of getting the augment mod if it's as hard to maintain as you mention?

    I thought it was going to work as it was apparently shown at the beginning (I mean, it was charged with the normal form of the Latron and then the buffo was paused until the incarnon form decayed) because that would make sense for an AoE weapon and it makes accurate shots of Normal form are necessary to have a good bonus.

    This would require you to make accurate shots with Normal form and if you miss the correct timing then you lose the Bonus and can't use it until you remove Incarnon form.

    I hope your team is thinking well how this mod works.

    • Like 2
  9. hace 4 minutos, XHADgaming dijo:

    I thought it was fixed already? Was it not?

    Update 33.6 (2023-07-27)

    • Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod

    Not at all! They thought they fixed it but it's still not fixed. In fact, it is worse than at the beginning (because now the buffo that the mod gives is not even shown in the HUD)

    • Like 7
  10. hace 33 minutos, iPathos dijo:

    Chances are it's a UI issue, it's also the first drop of a mainline update. Give a chance for players to encounter issues and report them, then for DE to fix them.

    Nope, doesn't work the mod with the incarnon form. I have tried it and you can notice that it does not increase the damage. (Try it with the mod and a mod that increases reload speed and a mod that increases cadence so you can clearly see that it doesn't. I recommend trying it out with the Ambulas shields on Simulacrum's Steel Path so you can see it clearly.)

    • Like 3
  11. hace 6 horas, [DE]Taylor dijo:

    Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod. 

    Now the Hud doesn't show how works. I can't tell if the mod is being used or not. (Edit: I did some testing and can confirm that this Mod still doesn't work on Latron's Incarnon form.)

     

    hace 6 horas, nightc0re28 dijo:

    This is so big!!

    Still doesn't Work. Its not fixed.

     

    hace 6 horas, GPrime96 dijo:

    “Fixed Latron’s Incarnon Mode not benefiting from the Double Tap Augment Mod.”

    Oooh yeah this is going to be fun😏

    Still doesn't work. Its not fixed.

    • Like 2
  12. I can confirm that with almost all Warframes (minus Inaros lmao) with a non-Circuit build, you can hold your own until at least wave 10 in Steel Path or so without much trouble, in Solo.

    If you want to progress without fear of losing everything, I would recommend making a build specifically made for Circuit in the Warframe that you see fit. With some Warframes like Xaku, Octavia, Mesa, Vauban or Limbo, the circuit becomes relatively easy and you can continue until level cap, infinitely if you like, and you don't depend so much on luck.
    Also, having Vazarin and Unairu helps a lot on the circuit. You could also take any other but I would only recommend doing that only if you are doing it with a Warframe that is really good in Circuit.

    However, don't expect all Warframes to work well there. Of course, if you're lucky enough, you could even get Inaros in lvl cap there (I suppose, although you would certainly be depending more on the operator than on Inaros, almost like going without Warframe 💀). But without a doubt that will cost you much more to do, than with other Warframes that can perform better and do not depend so much on which Decrees they receive or which Weapons they have.

    I don't really like Circuit though, as for me, it highlights the huge imbalance in the game. It's tedious the first few times you play it (because you can't configure yourself in the cave with the weapons you got, or change Focus schools). Many times you have to use weapons that are very bad or uncomfortable to use (at the point it becomes trivial that you have to choose between weapons at random, you are more dependent on the Warframe and Operator most of the time). And it takes a long time to do (I mean, even if you do level cap, it takes about 3 hours to complete and I find it really tedious to do that every week)

    But the difficulty (because of the Decrees) is not so much a problem. Nor is it like the Circuit forces you yes or yes to reach level cap. Even if you are a Solo Player. It's just a matter of getting used to it.

    • Like 2
  13. hace 22 horas, Tiltskillet dijo:

    They last mentioned it when they enabled Hata-Satya:

    Double Tap is so powerful and Latron Incarnon mode is so absurd, I don't expect its bonus to be enabled.  If it is, I think it will not be the full functionality it gets in conventional mode.

    I might be projecting my personal biases there though.  Personally I think in this case the inconsistency is ok, as it provides another interesting build option for Incarnon Latron rather than normal mode just being what's in essence a cooldown on the "good mode".  Honestly I wish more of the Incarnon weapons did this.

    At the moment, when I armor down enemies with the help of Warframes, the Miter performs much better than the Latron. It does more damage and is more consistent.

    That's why I say that the Bonus in the Latron would be important. I mean it does do good damage, but when you take it against enemies that don't have armor, other weapons actually do more damage. (Like the other incarnons basically)

    The other incarnon do not really need to remove armor, they just need to apply the Bleeding state at a high rate for them to work.

    If you use the Perk to remove armor, you're also pretty much doomed to having to get the Piercing status to apply often somehow. So, it's a way of balancing things.

  14. Latron's Double Tap mod will work soon with the incarnon form?

    Just in case I mention it because so far I haven't seen any more mentions about that mod, and by this time there should be some mention of it. (I mean, it's been a few weeks since the interaction was reported)

    The problem is that, the buff caused by the Double Tap mod does stay static when the weapon goes into incarnon mode, but it doesn't really increase the damage in incarnon form :(

    Will that interaction have any fix soon? A person who is not aware of the subject would think that (as shown by the HUD) that the buff is affecting the incarnon form, but it really is not.

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