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Damocles

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Posts posted by Damocles

  1. 19 minutes ago, [DE]Danielle said:

    Fixed being able to buff Exodia Contagion's projectile damage with heavy attack multiplier by performing a series of specific parkour movements.

    • The movements in question allowed for heavy attacks to be performed mid-air instead of triggering the intended ground slam, which then caused the Heavy Attack damage multiplier to be applied to the projectile. 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. 

     

    I don't use this mechanic, I know it exists, it was good upfront damage but doesn't scale like Glaive Prime does, I think it was a nice thing to have (Skill check combo that rewards you) and now removing it tells me that: DE is a company that builds a community swing set, then proceeds to lock down the angle of the chain's motion, the seating sizes, and number of swings when DE witnesses users performing tricks and acrobatics they deem unhealthy for their original vision of the swing set. All this instead of reinforcing the materials of the swing set or diversifying the types of swings they offer to support the community they both intentionally and unintentionally built.

    It's times like these my confirmation-bias checks off the box for "glad I didn't support DE by buying XYZ pack". Then again, they know this would be bad rep when they preemptively gave an "explanation"

    • Like 18
  2. So right now I am LR3 and can earn 32500 standing each day with syndicates. I am primarily with New Loka, Red Veil, and Perrin Sequence. I was told I can and should earn Steel Meridian as well by proxy of Red Veil being allies so I pledged to Red Veil and made my offerings to start gaining standing. However, I noticed something weird...

    What is happening:

    1. With all primary syndicates maxed, you cannot earn more standing except though allies (in my case, 50% allied standing)
    2. You can go into missions and earn up to half the daily capacity before it cuts off (in my case 16250)
    3. You can return to orbiter to confirm you only earned half of today's limit (I can still earn 16250)
    4. You can go back to earn more standing and now the cutoff becomes 8125, half of the previous before you must leave to reset the cap
    5. you can go again and now earn ~4062, then again for 2031, then again for ~1015, etc

    What should happen:

    1. With all primary syndicates maxed, you cannot earn more standing except though allies (in my case, 50% allied standing)
    2. You can go into missions and earn up to the daily capacity before it cuts off (the full 32500)

    What is likely happening:

    • The game sees me earning the full 32500 phantom standing and stops allowing me from getting more, then seeing the syndicate is maxed and converting 50% to Steel Meridian
    • The game acknowledges only half the syndicate standing is earned after the fact, so you can always go back to earn another half of what remains each time
  3. On 2023-08-26 at 7:30 PM, wizardeiges said:

    The crazy price is because you're made to buy a $40 pack of regal aya just to get the two skins in the first skin bundle.   If you remove the $40 6 pack of regal aya then the skins would come to $30 which I think is acceptable.

    In the higher tier bundle it's also stuffed with $35 worth of platinum to further boost the price which is silly because you can get that from both prime access AND plat packs. Literally no reason to pad these so hard to the point the majority of the cost isn't the heirloom items but the stuff they're making you buy on the side like the $40 regal aya and the $35 of plat.

    For price comparing you can find that info here on DE's website. 2x packs of 3 aya comes to $40.
    Plat can be bought at 370p for $20. There is no pure 600 plat pack but by estimate 600p is worth around $35.

    So that's $75 you have to shell out for those two things just to get the heirlooms biggest pack which includes all heirloom items. That pack is $90 too so they've dropped the value of the heirloom items and or other things in the bundle. A better deal technically but that's still spending significantly more on regal aya and plat than on the actual heirloom items.

    or for $42 you can get 7 Regal Aya and 400 platinum. Not a direct comparison, but quite honestly platinum is seemingly lowering in actual value lately. If we compare to prime accesses, this pack is VERY lacking

    Prime Access:

    1. You get actual playable content, not just reskins
    2. You get ~4000 platinum at about 25% off the price, meaning you can just buy prime access just for 25% off plat and everything else is extra
    3. You get 90 days boosters (600 plat x2) totaling 1200 plat "value"
    4. Prime accessories if you're into that

    Heirloom:

    1. 2 Skins... not content
    2. 600 platinum and 6 regal aya, comparable to about $40
    3. Profile Bragging Rights!? Literally buying for the sake of saying I can afford it
    4. Brown colors, if you're into that, and the new Signa crowns which is honestly the only thing justifying the pack's existence

    So... yeah. They really should have sold the pack at $40 dollars, or actually give us $93 worth of stuff.

    • Like 4
  4. I didn't get mine either, and nobody else seems to have gotten it either. I have the final reward glyphs of each week to prove they were completed so I'm not too worried if I need to resort to making a support ticket. Let us know how support handles the issue

  5. On 2023-07-26 at 10:47 AM, [DE]Connor said:

    Let’s talk about the Incarnon Genesis system. When we normally release a brand new weapon, it starts at the minimum 0.5 disposition, because we know decreasing high Dispositions has never been popular. Instead of being totally new weapons, Incarnon Geneses add huge power to existing weapons with high dispositions, which left us in a difficult position. We didn’t want to give Incarnon-equipped weapons their own 0.5 disposition, forcing players to sacrifice powerful Rivens in order to experience the new content, so we decided to leave Dispositions untouched for launch.

    Due to the time-restricted acquisition for Incarnon Geneses, shifts in weapon popularity are still ongoing months after The Duviri Paradox’s release. With all things considered, we have decided to postpone all Disposition decreases in this set of changes. Our regular Disposition increases for newer weapons will continue, and can be found listed further below. 

    We are still considering how to approach this going forward - our current plan is to closely inspect stats during the next Prime Access, and only decrease weapons that are deemed problematic in their influence to the game as a whole. As of right now, no existing weapon meets this criteria, but we will continue to monitor the situation as needed and read your constructive feedback over the coming months. Thanks everyone!

    I like this response, I've always been troubled by the idea of a vicious cycle of:

    • Weapon is intrinsically weak, give it high disposition, +300% critical chance on a base 10% critical chance weapon does nearly nothing...
    • Weapon is intrinsically strong, give it low disposition, +100% critical chance on a base 30% critical chance weapon, does nearly nothing (compared to normal mods)

    I think the answer should be to forget changing the dispositions and set them all to a fixed number like 1. Low dispositions make players angry, and they get so low that rivens cant compete with standard mods that also compete for a slot on your build. Meanwhile high disposition rivens on "trash" weapons see no viability because something like the stug has 5%cc and 0%sc, which means a riven would need 10x dispo or more to even catch up to regularly modded weapons in terms of crit, and no amount of rivens will fix the status. As a result, rivens aren't meant for "rebalancing weapons". What they do now is and should always be to magnify existing stats. Trying to "balance weapons" is like trying to make my Mk1 braton as strong as my Incarnon (some meta weapon), which would invalidate any reason to attempt completing Steel Path Circuit and all the hurdles and requirements needed to unlock the incarnons. Riven mods are hard to get and hard to roll to satisfaction. I strongly believe these high barrier-to-entry items should not be messed with, and rebalancing weapons is a fruitless endeavor short of what was done to catchmoon (which was unnecessary in hindsight since power creep should be the natural solution).
     

  6. 2 hours ago, Tiltskillet said:

    Details?  Specifically I'm curious if ricochet misses--which are inevitable--are resetting the buff to zero.

    I mean it just doesn't increase damage, I go into simulacrum, keep shooting with normal mode. It works. Keep shooting with incarnon mode, it bounces off and flies wherever, but my damage is the same.

  7. 20 hours ago, (NSW)BIGFO0T said:

    This is just a nerf to impact damage

    Impact proccs doesn't deal damage, and if you're saying the stacks are lowered by half, the effects are also doubled. Imagine working half the week and getting the full salary. What essentially happened is: it now takes less proccs to get the full effect. I will however say DE didn't address the issue that enemies are simply 1 shotted regardless. Eximus should have a 1-2 second down state before they bleed out so we can actually procc the parazon mod bonuses if we wanted.

    Guys, I know simple math can be hard, but remember number lower is not always bad. Lower debt, lower expenses, lower prices, etc, are better

    • Like 1
  8. 6 hours ago, [DE]Taylor said:

    Prioritized Critical Hits
    Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: Critical Hit Damage Numbers often disappeared quickly if many small DOT procs were happening concurrently. From a gameplay side, this had no impact on the damage done to your enemies, but it meant the true impact of your Critical Hits was only sometimes communicated to you as clearly as we would like.

    Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits.

    That's great but something that would be better for the user and more scalable would be: each enemy produces 1 number on the screen, multishot and repeated hits increase the number (stacking damage number) so the player can see how much total damage they're doing so long as they're rapidly firing or multishotting. We know we'll never run out of numbers, and we can even give DOTs their own smaller second number, so each enemy will consume no more memory/cpu footprint than 2 numbers per enemy.
     

    6 hours ago, [DE]Taylor said:

    Weakened Status Effect Additions:

    • Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after Mods, not before. Does not apply to Abilities or AOE damage. 

    Is this puncture critical chance increasing the final chance by 25% flat, or modded critical chance? If I have an unmodded 50% dread, does full puncture make it 75% or 62.5%?

    6 hours ago, [DE]Taylor said:

    Freeze Status Effect Additions:

    • Increased the Critical Damage taken by an enemy by 10% on initial Status Effect. Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after Mods, not before.

    Does this mean my weapon is deals 50% more modded damage, or the final critical damage number will be multiplied by 1.5x?

    • Like 1
  9. Long standing bug with the unreal engine, if you start or finish a mission and you interrupt the transitioning "black screen to orbiter flying with your squad" you can open up something like chrome on another monitor, drag it to the monitor with warframe running so that it minimizes or w/e it does to warframe, and warframe will not recover from this, meaning it wont even send a crash report

  10. 41 minutes ago, taiiat said:

    hmm. is your Memory configuration cursed like some of it isn't fully installed into the Slot, and/or you haven't enabled XMP? is your GPU running at like x1 mode for some reason?
    have you disabled the majority of your CPU, or something? is your SSD hilariously overheating and so is throtting itself into the gutter trying to manage its Temperature?
    idk

    if you just installed a new Video Driver or some such, you'd invalidate your Cache and have to rebuild stuff on the fly until you're done rebuilding that - though this only has to happen once, so at most that could impinge performance in one Mission but a few Minutes later when it's done with that, it would be fine again.

    nothing special since i've been kinda busy and haven't been able to install some Hardware upgrades (not that what i'm using now is really bad anyways though).
    9900K, 3060Ti, Warframe is on a Firecuda 520.

    this is exactly what i expect to happen:
    https://streamable.com/tlmo2z

    I got a heatsink on the 980 pro running at 40-50 degrees celsius, windows 11 with all drivers up to date minimal bloatware, I got 13 fans in my computer (all Lian Li AL120, 6 on the CPU 360 AIO push-pull exhaust, 6 intake 3 of which directly blowing onto the GPU, 1 exhaust), the 5950x is actually overclocked too (curve optimizer -30 all core, likely as golden sample as it gets) I got 32GB 4x8GB sticks ddr4 3600 CL14, 3080ti running the full Gen4 16x PCIe on the top slot (also overclocked). I tried installing warframe on both the boot SSD (connected to CPU) and my game drive SSD (connected via chipset) and saw no change. Do you have decorations? I maxed out the decoration limit in every room of orbiter, and drifter camp has like 2 decorations outside, so I doubt there should be a big difference.

  11. 22 minutes ago, taiiat said:

    huh? Drifter Camp loads basically instantaneously for me. however, if you're on a very modest CPU, then DirectStorage could provide some use, sure.

    wudge? Dude, my drifter camp loads so slowly that usually if I do sorties or something, other players load back into their orbiters, start the next stage, all before I even get back to my drifter camp to even vote. With orbiter, I get back to my ship to vote next mission. I have a 5950x and a 980 PRO NVME SSD, so it's not my hardware. What are you running to get these fast drifter camp loads?

  12. Just now, Tiltskillet said:

    While much more reasonable from a macro standpoint, I enjoy working around the CD, that the damage buff is coupled with the invuln, and that it's affected by negated damage.  All part of what makes Harrow so interesting to me.   So we are just not going to agree on this one.

    I would like some tweaks to Covenant to make it somewhat less dependent on damage negated, so that Harrow can be more fun when paired with CC frames.  But nothing like you're suggesting.

    Either way is fine, I just don't want to cast 4 for buff, not get the full buff, and be locked out of it for another ~however long my duration is

  13. 9 minutes ago, ShurikenMeDaddy said:

    He has a point. Kullervos Overguard is still weaker compared to Rhinos because the scaling is only on ability strength and that doesnt go well in steelpath if you decide to play higher than lv 180. At least he has a gating mechanic now which prevents him from dying instantly. 

    Because overall he is a glass canon like Banshee for example. Only problem was that Banshee has shield gate which prevented oneshots and he didnt.

    Now its fine. Just view the overguard shield as a small extra.

    All I'm saying is he's comparing apples to oranges, but they're both fruit that suffer from their own weaknesses. I do agree Kullervo has no potential to survive high levels, but at the same time he shouldn't try to compare a different frame when taking an ideal scenario for one, ignore the drawbacks, and compare it to a base scenario for the other and argue the base scenario one sucks. Yes it does, but not because his argument is well formed

  14. 22 hours ago, Tiltskillet said:

    Oh dear, Mesmer Skin is going to get used to justify bad ideas that are just "not as bad as Mesmer Skin" forever, isn't it?  :P 

    But note that Covenant gives invulnerability to allies in affinity range too, so it may actually be worse.  Mesmer Skin takes an augment to do that, and may only give 5-6 seconds of invulnerability to allies for that cast.  I might never play Harrow in difficult content again, "harrow wtf.  we kill stuff, u just keep invuln up, k???"

    I don't have a perfect solution to every ability, but I am saying that it seems dumb that if I use it and I didn't get the full critical chance, I cannot recast or attempt to try again to get that maximum buff. Perhaps a better way would be to disconnect the need gain the maximum buff from the invulnerability stage or perhaps the buff is not affected by damage received during invulnerability so recasting isn't needed in the first place?

  15. 22 hours ago, Frendh said:

    No. Gives you invulnerability on recast.

    No. Gives invulnerability on expiry.

    You said it yourself. Don't know why you even posted this. It is not similar in any meaningful way to shield gating. If it was then there would be no incentive to abuse it.  Just because 2 or so Warframes have broken abilities does not mean it is okay to add more broken abilities into the game.

    Gives invulnerability on recast sounds like a solid reason, and abusing that is an excellent argument. But then again, Mesmer skin exists, and that is perfect invulnerability. Now I know we can't give every frame the same treatment, all I'm asking is why we need an augment to do something that seems so basic that even newer frames get it for free. It appears to me to be legacy frames only that suffer from non-recastable abilities

  16. 22 hours ago, quxier said:

    *Confused Kullervo noise*

    What do you mean? You can cast Recompense (2nd) while you have Overshields?

    Joking aside, (re)casting & ability duration/sustaining is not always perfect. Not even the "newest" frames are perfect.

    Kullervo/2nd has slight "cast ban" (= you cannot cast ability) during Recompense(2). Dagger has to hit targets (or something like this, I don't remember) in order for you to recast. It's nothing big.

    Kullervo/1st cannot be cast for some time after casting ability (bug I would say). For moves that requires many quick teleports it's big restriction.

    Styanax cannot cast anything during 4th (6 seconds, 8 with Helminth), It's like, cast, sip your (Pro)tea, and continue fighting. It cannot be recasting while in the air.

    Xaku/2nd cannot be recast at all while you have all guns. With preferred style of "cast & forget" that 4th heavily incentivize you are banned from casting 2nd for minutes if not more (I've forgotten that data).

    Zephyr's 3rd (afair) cannot be cast while active. 20 s at base. There is probably more of such abilities.

    => Gyre's 3rd has ~60 second cooldown (starts at casting time) and 8 second time. However each kill increase ability duration by 3s (base)

    Sevagoth needs 75% of his "meter" (15 from 20 kills). Doable but not always possible (to change for at any time).

     

    I want to emphasize the difference in the points we're making. I'm saying that for abilities that 

    1. Degrades in performance
    2. Has no definite expiration timer
    3. Cannot be recasted

    Kullervo: Does degrade, no timer, can be recasted to restore overguard. Recast delays are not my focus, but I agree they are lame AF

    Styanax: Cannot cast is not the same as my argument of recasting depreciating abilities

    Xaku: His 2nd ability doesn't degrade in performance, you also have control over the timer, and if you didn't get the full X number of guns, it CAN be recasted to gain more guns up to X guns. Unlike my argument, if I lose some of my overguard or w/e Nezha's thing is called, I can't recast it, and I cant wait it out either.

    Zephyr: Does not degrade in performance, and does have a timer which you can recast, which is imo better than overguard if not for explosions and eximus.

    Gyre: ??? I dont play Gyre, but it sounds like Gyre can at least upkeep the ability and doesn't sound like it degrades either

    Sevagoth: Is this something you're recasting to upkeep or maintain? I'm confused why this one is brought up but I also don't play Sevagoth

  17. 12 minutes ago, RenoxDashin said:

    Don't piggy back your issues onto my legitimate issue. They have augments they can use to recast, its already a non-issue. Rhino even has an augment to recharge his iron skin. 

    10k overguard isn't enough to survive. The fact they capped it is insulting.

    70k ironskin on rhino is gone in SECONDS in steel path if you stop to fight. 10k is pathetic.

    Imagine demanding conversations going exactly and only your way on public forums. And no Nezha cannot recast, Nezha doesn't even get an augment. Perhaps you shouldn't dismiss others so quickly. Your claims are also very skewed that in an ideal suboptimal scenario where you maximize some condition of X, that you want Kullervo's Y values to match X. This simply cannot be the case. I'm saying you're ignoring facts not favorable to your argument. It's called confirmation bias

    • Like 4
  18. 1 minute ago, RenoxDashin said:

    Why does his overguard even have a cap?  Rhino doesn't? Nezha doesn't?  Parasitic armor + shields combo i can get up to 75k base iron skin with no damage taken in the damage phase.  Why even give Kullervo a max?  10k goes in seconds in steel path, still not viable.   No shields = death.

    And a separate problem: Rhino and Nezha can't refill/recast their overgaurd/defense thingy without an Augment or jumping off a cliff. Can we change that?

    • Like 2
  19. 6 minutes ago, InfiniteNothingness said:
    • Added a table of contents, introduction, and defined terms for better reference. 
    • Replaced the previous “1. LIMITED USE LICENSE” with “6. License and Use of the Services” to better reflect the license granted to our players.  
    • Replaced the previous “2. LICENSE RESTRICTIONS AND LIMITATIONS” with the new section “Player Conduct,” which includes a new set of prohibited or inappropriate player conducts. 
    • Added the following new sections to clarify the rights and obligations between us and our players:
      • “9. Virtual Goods and Game Currency,” which addresses legal rights relevant to virtual goods and currencies. 
      • “10. Refunds,” which adds clarity to refund-related scenarios. 
      • “13. Feedback,” which tells how we will use your valuable feedback. 
    • Updated the Dispute Resolution section to explain how we will resolve potential disagreements with our users. 
    • Added various Addendums for residents of certain territories. Please pay special attention to the relevant Addendum if you are a resident of the EU, UK, Brazil, the US, South Korea, Japan, Morocco, Tunisia, Mexico, Australia, or Canada. 
    • Added additional Schedules to clarify issues related to the use of third-party platforms (including App Store, PlayStation, Xbox, and Nintendo). 
    • Added a Schedule for our Streaming Policy. This is in addition to our existing Content Policy, and serves as a clear reference for content creators who wish to cover our game. 

    Anyone a lawyer and can translate? From what I can tell, they made the text more organized but otherwise it functionally didn't change?

    • Like 3
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