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KommandantViy

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Posts posted by KommandantViy

  1. 1 minute ago, Naroxas44 said:

    My proposal means that both forced (player induced) and incidental (power loss, network disconnects, etc.) host migrations would prevent progress loss, which would be better than punishing the player if squad mates are stalling (which also happens, when someone keeps fishing and won't go to extract with everyone else) and they just want to leave, or if someone had a crash or network loss. It would help the game feel a lot more "drop in, drop out" and less "need to extract with host or migration will destroy my time invested", regardless of what caused the migration. This would be especially nice for areas that don't even give the way for players to leave squad too.

    I kind of like the fact that the game is leaning more towards a "drop in / drop out" style of play - I can find a group, leave whenever I want, and join another just as easily. This is especially important for mobile devices, like the Switch and upcoming iOS / Android ports. The main problem stems not from that but the inflexibility and jankiness of the migration itself, and solving how unreliable and inconsistent they are would solve any problems related to them (not just reward loss, but also progression stops, abilities being disabled, mission timer and stats resetting, etc).

    Sure the ideal solution would be to just not have host migrations delete progress, but after years DE still hasn't managed to completely eliminate that possibility, so I'm not totally sure if they could manage to do so now

  2. On 2024-01-13 at 4:57 PM, Naroxas44 said:

    This is impossible to enforce, just as an FYI. As a host, the player could have immediate system shutdown, suspend the system, power loss, or internet disconnects, and the game HAS to deal with them by migrating the host to continue the session. I understand you might be suggesting that the host themselves does not have the option in the ESC menu to leave the squad, but that will not prevent migrations from happening and is a small subset of players.

    What DE could do instead is prevent host migrations from failing entirely - that is, degrade gracefully. In the event that it cannot migrate, everyone is put in their own sessions to continue their own mission. Clients can just keep track of occasional progress and reward updates separately from host, syncing when necessary, and be able to create their own sessions in the event of failure with no problem. That way no matter what happens, players' progress does not get lost and they don't have to do more frequent mission progress server syncs or anything like that.

    I see this all the time in open worlds, host goes to extraction, too impatient to wait 60s so leaves squad, giving everyone a host migration and chance to lose all their progress. 

    It needs to stop, I get that host migrations can happen by accident, but we should eliminate all the intentional migrations. Maybe a 15 minute lockout from new matchmaking after leaving a squad mid mission while host, enough to make people realize that 60s extraction is shorter wait than 15 minutes, while also not massively inconveniencing those who drop squad by accident via crash or disconnect etc.

  3. 3 hours ago, rstripn said:

    Problem: Heat and corrosive are unbalanced vs armor.

    Solution: Make heat armor reduction lower than or similar to minimum corrosive reduction. e.g. Heat strips armor 25% instead of 50%

    how about instead of nerfing what few good elements we have left, we buff the other ones?

    Also heats armor strip is not instant, it takes a couple of seconds after application.

  4. Even with the "fix" the phantasma has gone from viable to D tier. It's not useless, but it is still definitely far weaker than it was before the update.

     

    I used to be able to kill a level 100 corrupted heavy gunner with 1.5 magazines, now it takes 4-5.

     

    From testing, it seems like the issue may be that it's proc/second is capped somehow? Using shotgun spazz instead of shotgun savvy, my status chance goes from about 80% per beam (if that's even accurate) to 62% per beam, but I get less procs/second despite burning through the magazine twice as quickly. Before, I do not believe it was capped, as one magazine at that speed would easily red-bar an armored enemy.

    • Like 2
  5. 1 hour ago, LordoftheCoast said:

    Are you sure? One of the changes limited the amount of displayable slash ticks to 10.

    I am quite sure, others are reporting it as well. Go into simulacrum and use it on some targets, wait for the initial bleeds to wear off, then shoot it with anything that doesnt have slash or HM on it, and no slash procs will appear.

  6. Just now, Meylin_Libertas_Messor said:

    Wait a minute, so what you're saying is, is that... Oh, now I get it.  So if it had Multishot.  Then... but the thing is.  It always showed a 55.1% status.  I had multishot OFF of it and it still just showed 55.1%.  Maybe it was multishot, actually.  So basically a 33% chance per slug.  That's... a lot better than I thought, honestly.  If that's the case, I'm sorry.  If not, well, yeah.  But do you agree that the blast thing should be removed from it?  Because it's a GLASS SLUG that shatters.  It doesn't EXPLODE with any sort of real blast.

    I think self stagger in general has been very poorly received and should not have been applied to ANY weapon that lacked self-damage before this patch

  7. 2 minutes ago, thurmack said:

    Since shotgun status changes are inconsistent (e.g. Exergis didn't change at all), can we please have a list of the weapon changes akin to the arcane change list?

     

    Additionally, can you clarify if Gas aoe DOT is still scaled with toxin mods, and if viral and magnetic procs add damage to the initial hit, or just to subsequent hits?

    Gas aoe now does gas damage, not toxin damage. Toxin mods will increase it slightly in that it increases the overall gas damage, but it does not interact the same way it used it.

  8. 7 minutes ago, Meylin_Libertas_Messor said:

    The Astilla never did self damage so why add the new blast flinch / knockback mechanic to it?  It just ruined the gun somewhat.  But what made it WORSE was reducing it status chance from 55.1% DOWN TO 33%!  WHAT THE HELL?!  That thing was DECENT against lower level enemies before! NOW I NEED a mod to make it just SLIGHTLY better than before?!  40-45% status chance is where it SHOULD be.  THEN it'll be worth it to me.  Even then, the knockback when in the blast radius mechanic should be removed from it.  Also, if the Tenno is within the 25% damage radius of the blast radius flinch / stagger / knockback mechanic, they shouldn't have that affect them.  Honestly. 

     

    Astilla:

    Boost status chance up to 40-45%

    Remove the Blast Flinch Mechanic ( Never did damage to you before, so WHY add it?! )

    As it's practically USELESS now!  I used to love bucking around with that gun, worked GREAT on lower level enemies, but since you nerfed slash, that already made it weaker by a large margin, now it's practically just grind fodder!  I mean COME ON!  Buff it's damage if you're gonna nerf it THAT badly!  It only fires a SINGLE shot with 16 rounds!  A 33% Status chance for that?  Ain't jack!  Really!  Maybe it's because I don't want to have to use ONLY dual stat mods to actually make it able to inflict status effects.  But come on!

    Also, have it so the blast flinch mechanic should only take affect within the 25% damage range of the AOE on weapons like the ANGSTRUM or TONKOR or PENTA and such!  As for THOSE it makes sense!  But a GLASS SLUG that shatters on impact as an AOE?  That wouldn't damn well do that!  It wouldn't cause you to FLINCH or STAGGER or get blasted back!  FFS!  

     

    Sorry, but I kinda had to say all that.

    Please, just, please, change it to at least HALF of what I suggested.  I could live with the status chance, but at the very least remove the new Blast mechanic from it's AOE....  as that really messes it up when trying to use it in CQC for survival missions and such.  Makes other shotguns flat out superior.

     

    Astilla didn't have it's status chance changed, as it is a slug-based weapon to begin with. The only thing that changed for it was the UI CORRECTLY showing the per shot status chance, as opposed to this weird (and incorrect) "average" status chance when multishot was applied. It sounds to me like your astilla had multishot, and thus incorrectly showed 55.1% status chance before the patch, but was actualy doing 33%. All that changes for the astilla is that it now displays the correct status chance.

    • Like 3
  9. 2 minutes ago, Flying_Scorpion said:

    This is what we wanted. Thank you. ❤️

    Speak for yourself, the amount of my weapons and builds that are useless now, and thus the wasted forma and hours of my life? I don't think the small QoL changes that *aren't* broken were worth that.

  10. 36 minutes ago, DarthMax said:

    Is bleeding damage caused by Slash influenced by the damage buff from the viral proc?

    ?

    It appears to be, with the caveat of it has to be AFTER viral is applied. For example, if you hit with a shotgun that does 6 viral and 6 slash procs, it will have the damage increase equal to those 6 viral procs, but the 6 slash procs will be applied at normal damage. Any follow up slash procs applied during the viral procs, however, seem to benefit from the damage bonus.

  11. 37 minutes ago, rstripn said:

    Impact: awesome.

    Blast: needs something more.

    Impact is terrible. I love shooting an enemy in the head only for them to ragdoll to the ground and I can no longer hit their head, awesome. Having blast do the knockdown was better, because almost everything has innate impact, whereas blast you had to purposefully mod for in 95% of cases.

    • Like 3
  12. 10 minutes ago, MokutoBunshi said:

    What does this mean " In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely"

    IPS is no longer more likely to proc than elemental. In some cases a good thing, in some a bad.

  13. 50 minutes ago, Grey_Star_Rival_Defender said:

    1. Whole point of the update was to make damage types other than Corrosive / slash status appealing. So don’t understand why you say only corrosive is good now.

    2. Shotguns unpopular? No, they’re pretty popular.

    3. Gas damage got nerfed, but you’ll get the same performance with anything by switching to a toxin 60/60 and a 90 status mod.

    You won't get the same performance by using a toxin 60/60 and 90, most (read: all) serious gas builds used two 60/60s (for gas) and a 90 toxin to boost the toxin damage of the clouds. Simply removing one 60/60 and not replacing it with anything in those builds is not "the same performance"

  14. 53 minutes ago, Gailus said:

    So Slash procs aren't ignoring armor, and it looks like melee finishers aren't either. I think they accidentally made true damage no longer ignore either armor or shields. I think they inadvertently reduced the number of options for dealing with armor.

    Both of these are working fine for me

  15. 16 hours ago, Salbeira said:

    Not really from a realism perspective but from a name to effect perspective - we all know that "realistic" is not applicable to anything in Warframe ...:
    Toxin: Poison deals periodic damage. Deal!
    Heat: Burns deal periodic damage and soften metal, reducing armor. Deal!
    Cold: Slows down movement. Deal!
    Electric: Shocks enemies, dealing damage and arcing between targets. Deal!
    Corrosion: Acid corrodes armor. Deal!
    Magnetic: Disrupts tech and drains shields. Deal!
    Blast: Explosion knocks down enemies! Deal!
    Viral: Disease reduces max health! Deal!
    Gas: Releases a toxic cloud! Deal!
    Radiation: Radiation poisoning confuses the mind! Deal!

    Now it is ...
    Viral: Weakens the flesh and increases damage taken? ... Mmmh!
    Magnetic: Disrupts tech and increases damage to shields ... ok ... kind of ... but why does the Shield take more damage from subsequent attacks ... instead of just getting weaker?
    Corrosion: Acid corrodes armor ... but the effect disappears after a while? Why?

    With Heat it makes sense that if the armor cools down it regains some of its structure. With acid ... not so much!
     

    We might have played different games but "Virus" - at least as far back as FFIX in the year 2000 imprinted the "Poison deals damage, Virus affects something else" (Virus in IX disabled your party gaining EXP and in XII set your max hp to your current hp, making healing impossible).

    The new viral effect is more like ... Leper.

    The idea with the slowdown simply comes from the fact that Viral is combined from Toxin and Cold (making the joke "Getting the Flu" kind of obvious). I think the game could use some more effects that slow down enemies.

    You forgot to mention that the gas clouds from gas procs no longer do toxin damage, they do gas damage.. a very significant nerf.

  16. I can safely say impact is even worse now than before. It still remains the only IPS in the game that actively detriments the player by making you miss shots, and unable to get headshots. At least you had to intentionally mod for blast for that effect before.

    • Like 1
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