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GrowthProfitGrofit

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Posts posted by GrowthProfitGrofit

  1. 1 minute ago, Tesseract7777 said:

    I don't like damage caps in WF either, but I think the reason why in this case is because of three frames who don't play nicely with their intentions for the ability:

    Ash

    Excal

    Banshee 

    Or rather, their augments. If I am understanding correctly the point of the damage cap is so it can be buffed for other frames, without making it ludicrously powerful (again) on those three worst offenders. 

    As far as I know, both Excal and Banshee augments still apply after this ability is calculated. Also the damage is already capped by the enemy's health which should theoretically prevent those augments from being overpowered. The 150% transfer cap is a second cap on top of the one which already exists and I do not see the purpose for such a complex and unintuitive mechanic.

    • Like 1
  2. With the current implementation, MfD is only useful when used in combination with Finishers. Changing the damage amount doesn't change this.

    I think the correct solution is to either limit the ability so that it only works on Finishers (and balance around the limitation) or get rid of the damage transfer and make it always deal True damage.

    As a side note, capping effectiveness is kind of silly - you could just reduce the base effect to 50% and most builds would struggle to reach 150%. Outside of damage reduction, caps are an unusual and unexpected mechanic in Warframe and I do not think this situation justifies such an unconventional mechanic.

    • Like 1
  3. So: Bow-specific version of Cautious Shot. Issue resolved? Well, no.

    Cautious Shot still can't be applied to most of the explosive weapons in the game, adding a bow-specific version doesn't really go that far towards solving the actual issue.

    My proposal: switch Cautious Shot to be applied to all Primaries and let players figure it out from there. It's already applying to the Ignis, Opticor and Torid so it's not like it's using the correct designation already. And I don't think that players who can complete arbitrations and farm up the huge amount of endo required to make this mod actually work are all that likely to be confused by the ambiguity there. Then introduce a new mod for secondaries - I'm guessing that having a mod which applies to both primaries and secondaries is too complex and that's fair enough.

    Introducing a new bow-specific mod doesn't actually fix the issue, it just fixes this one specific instance of the issue.

    Hopefully this feedback has already been received and understood by DE staff but it's never really clear so I wanted to summarize these basic thoughts so that the full situation is understood. I do not think the bow-specific mod is a good solution to this issue and I don't think it would be good for us to wind up in a situation where we need 4 separate mods ("unique", bow, shotgun, secondary) to cover this issue and still not fix the Acceltra.

    (EDIT: Also to be clear, conversation in that thread has already become derailed and people are missing Marcus' post so I wanted to post a separate thread for feedback on this Bow-specific cautious shot.)

  4. As of the latest hotfix (27.0.11), shooting yourself at a crewship just before it explodes (and having it explode while you're on your way there) causes you to become sent into a black void. The game does not entirely freeze up and chew CPU or anything but nothing you can do causes any response.

  5. I'm glad that we now have MK3 clantech in research but it does present a new problem: since Zekti MK3 reactors have a maximum capacity of 50 Avionics, Clantech MK3 always gives 50 Avionics and Avionics capacity is far and away the most important stat on Reactors...

    Well, we probably need a new option which automatically scraps all Zekti Mk3 reactors that you receive, so you don't even need to waste the time looking at them.

    Alternatively as less tongue-in-cheek feedback: Please revisit the Avionics Capacity stat on reactors. I don't think it should be randomized at all since it's so critical to Railjack builds. It's fine if it grows until you reach MK3 and potentially I could see it being fine to have it vary by manufacturer but it's pretty goofy right now having such a critical stat locked behind getting a high roll as a result of a 2% post-mission drop chance. I would suggest a randomized buff to the Dome Charge Cannon as a replacement stat.

    EDIT: Another alternative stat you could add and assign RNG to would be a slow regeneration of Flux Energy.

    • Like 2
  6. Having spent a few hours last night and tonight in the Veil Proxima, I think I've concluded that the Crewship health regen buff is just not a good mechanic at all

    • Railjack weapons even at MK3 are already weaker than Archguns with a decent build (Imperator Vandal, Cyngas, Phaedra) not because of raw DPS but because the Archguns have better status effects and better control over their status effects, so...
    • Being told as a Pilot "oh hey shooting is now pointless, just ignore that mechanic for now. Still gotta dodge though!" sucks
    • Especially when Archguns can still do damage because status effects are so powerful and it's so much easier to maintain continuous fire against a single target when you have the mobility of an Archwing.

    In summary, the health regen buff is a "no fun allowed' zone and it's doing its job of sucking the fun out of Veil Proxima. It was interesting to encounter this mechanic at first but all it does it lock you out of having fun until the Archwing user goes and saves you (again making Archwings the only role that matters). Since Crewships spawn continuously, it effectively locks you out of participating in some 80% of the fight.

    Also:

    • It's not very visible (at all) (is there even a visual effect?)
    • It causes numerous bugs, particularly Outriders that have all the weak spots destroyed and so become invincible but also cases where ships retain the buff forever after the Crewship is destroyed

    I'm probably going to stop playing Veil Proxima now because I've realized that it's Not Fun thanks to this One Weird Mechanic.

    Replacing it with something like a 100% damage buff might be more interesting. Or you could introduce a new enemy type with different strategies? Crewships are already priority #1 so adding this mechanic doesn't actually change anything about the fight, it just makes the gameplay boring for Railjack pilots and gunners.

  7. In addition to the extremely high EHP of the new Grineer ground units, I've seen Host/Client bugs when dealing damage.

    While playing as a client, my rivened full build Kuva Brakk with 100% status chance appeared not to be dealing any status effects against Grineer and when I shot it at point blank range into a regular, unarmored Container, it dealt 3 damage per pellet.

    I think this might be due to damage falloff at range, perhaps it's not determining my position accurately? Given the Brakk's extremely high falloff this seems plausible (although 3 damage is still very low) and I will stop using weapons with falloff (although considering even Snipers have falloff this may not be a real solution)

    I have never seen this issue when playing as Host but it seems to happen around 20% of the time as Client. When I have seen it, it has been accompanied with extremely high lag while boarding (without comparable lag when inside of the Railjack or in space)

  8. Several times now (2 out of ~10 missions I've done), Crewships stop spawning after the third one making it impossible to complete the mission.

    Also in this most recent one I was unable to even abort the mission since the Esc menu entirely stopped working (Esc button still working to exit menus but not bring up the menu and abort the mission)

  9. New bug due to Hotfix 27.0.2:

    It's now possible for missions to spawn insufficient enemies to allow the mission to complete. I had this happen in a mission which required 4 Crewships and 60 Fighters - only 3 Crewships spawned so we were stuck in an empty map with no way to claim our rewards.

  10. Hotfix 26.0.7 - Other people's Liches always run away if you thrall them before dropping their health down. Seems to be a bug that has been around since Liches released. I saw someone say that this was due to the Thrall + Reave combo dealing too much damage but it consistently happens independent of using Reave. Does not appear to happen when you thrall your own Lich (I've only done that once though and been too scared to test it out again)

  11. 7 minutes ago, ateo.ars said:

    Yeah, I jumped on last night to see how Whipclaw was affected and it's much worse than I feared... I was afraid that DE would overlook how the combo multiplier changes would impact Khora, as she's my favorite frame, and it seems that fear was well-founded...  

    Khora was kind of overpowered before and she's not useless now but yeah I did find myself struggling to kill a level 80 bombard with her so... probably not going to bring her out anymore until she gets fixed.

    Atlas was one of the worst frames even before this, now he's sitting down in old-Wukong tier. Which is pretty tragic considering his prime access is going on right now so he's probably not seeing a rework any time soon.

  12. Khora and Atlas' 1st ability got hard nerfs in this update since previously they could benefit from combo multiplier. They can't deal heavy attacks and their damage stats were not increased to compensate. Also affects Gara and Excalibur's 1st but this matters less since those frames don't tend to rely on combo damage off their 1st.

  13. As the title said, I just tried to complete this riven challenge. I equipped the riven on my weapon, ensured that I had a Hobbled Dragon Key equipped and then got my combo multiplier up to 3x. Then I left it there. For about 6 minutes. No riven completion.

    The riven challenge was still displaying when I hit ESC and I checked that I definitely had a Hobbled key equipped in-mission, it showed and the slowdown was taking effect.

    Seems like this condition is either broken or my mod is not displaying the condition correctly.

    If it helps, I was using Revenant and Naramon's Power Spike to help me maintain my combo multiplier alongside Drifting Contact. The riven was a shotgun mod.

  14. Replication steps:

    • Quickly close the mission summary that pops up when leaving Fortuna, you can do this with escape to make this bug super easy to replicate
    • Reopen the mission summary with Tab, before the elevator doors open

    Result:

    You get a mission summary screen which displays incorrect mission end stats and cannot be closed, the only resolution is to use task manager to kill the game.

    I've done this accidentally twice in the last two days.

  15. Based on the patterns established by other Kitgun setups:

    For Catchmoon, status chance with Splat is 2% higher than it should be (2% higher than Killstream and 2% higher than Rattleguts has with either Killstream or Splat)

    For Gaze, reload speed with Splat is 0.2 seconds slower than it should be (0.2s slower than Bashrack, Deepbreath, Sparkfire and Ramflare)

  16. Turns out they're not actually immune to the tranq gun while in this state, I found this out because I had another failure to capture one which resulted in the Kubrodon standing in one place doing nothing.

    Also this has now happened to me 5 times in a row.

  17. Kubrodon are waking up within about half a second of being put to sleep (using Equinox Rest ability), at which point they become immune to further applications of rest and the tranq gun.

    According to people in discord this has been intermittent for a while, specific to Kubrodon and not necessarily related to the latest hotfix.

  18. This means that if you cast Cataclysm on an area which includes reinforcement beacons then you have to leave the cataclysm AoE in order to attack the beacons.

    This bug also affects the passive Harvester Enemy NPCs (the robots with scanners that appear in some enemy bases), obviously that's a lower priority fix though since it doesn't really matter whether or not you can kill those.

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