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Prof_Blocks_007

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Posts posted by Prof_Blocks_007

  1. I'd noticed this was often happening when my Vulkar Wraith's New Loka syndicate blast went off and appeared to hit Kuva guardians with the corrosive proc. I ran a search and found @Squalobo's thread, who has identified that the Kuva Jester on the Guardian's shoulder applies the corrode (turn invisible) effect to the Guardian instead of the Jester when the Jester is killed by a corrosive proc'ing hit. This effect also applies to Warframes (and likely enemies/operators) when the Jester is clinging to them and hit with a Corrosive proc'ing killing blow.

    No other effects (including channeling kills) appear to cause the invisibility.

    I've recorded the issue here:

    Spoiler

     

    I apologise for the thread Nekros necro, but I figured this would be better than making a new thread, as it keeps all of the repro steps in one place.

  2. The Kuva Guardian Dash attack launches Kavats/Kubrows extremely far, and leaves them in a knockdown state until they land and stand up. If they fly/fall out of bounds before landing on a surface, they instantly die - no bleedout, no respawn. This does not occur with other 'launching' attacks (e.g. Powerfist/Shockwave Moa), as they teleport back to a valid location.

    Video demonstrating the bug in the Simulacrum:

    Spoiler

     

    Hopefully this is enough information to find a fix! ^^

  3. I think there's a mission failure timer for Exterminate missions, which starts after enough time passes without any enemies being killed for a while. If an enemy is killed, it cancels the timer (or should do). It seems it has leaked over to other missions (I've seen Lua Spy mentioned a few times in the past), but I don't think I've encountered it myself. I can't remember (or think of) what the purpose of it is.

  4. The sudden appearance of the thread startled me too!

    I've had a Riven for the Buzlok and 2 Rivens for the Ogris (one on 32 rolls, and the other on 54).

    I've also got 5 Forma in the Harpak (no Riven) and 3 Forma in the Miter (back when a Nullifier-bubble-popping Augment mod for it was mentioned), so I'm pretty excited to see how these buffs do, and what future buffs to other weapons will be.

    Miter's halved charge time stands out - I have no Riven for it, and I haven't used it much, so I'm not sure about the rest.

    The Harpak improvements sound nice, but that 40m harpoon sounds crazy!

    I hope Hind's burst fire gets buffed, along with the alt-fire addition. Maybe status-focused burst and crit-focused alt-fire, or a crit+status setup on both.

    The Panthera's change to automatic primary fire + an increased fire rate and reduced ammo cost from 5 to 2 per shot sounds fun! (I'm a fan of Ratchet and Clank's Buzz Blades weapon -  the fire rate likely won't be anywhere near as high on the Panthera, but maybe an akimbo secondary version?) The secondary fire buffs sound decent.

    Paracyst will become a status-heavy burst rifle, which is great.

    The effectiveness of the Mutalist Quanta buff entirely depends on how big the orb becomes, and if it adds any other stats to the 30% flat critical chance bonus (I've seen mentioned).

    The reduced cost of Buzlok's alt-fire from 10 to 2 ammo is fantastic, along with the increased flight speed. The stats look good for an MR 9 locked weapon - a Riven Disposition reduction is no doubt inbound. Only sticking to NPC & Characters and the increased critical chance vs tagged targets should make the alt-fire more useful. The reduction from 75 to 50 rounds in the magazine hurts a bit, even with the tag cost reduction, due to the 3 second reload - will have to see how this feels in-game though.

    Can't say much about the Glaxion until the fire-rate and accuracy is seen.

    The massive improvement from 10% to 35% status chance on the Ogris sounds great - could work really well with Gas. Increased flight speed and decreased charge time sounds good - depending on the stats. Increased damage and radius is great - will have to try these in-game to see the full potential though.

    I've hardly used the Attica, but the changes sound good.

    The Tonkor nerf is reasoned - will have to see how the self damage is with the shortened grenade timer.

    Looks like the Simulor will be more heavily based around stacking orbs (along with small AoE status procs) and then detonating for larger area, higher damage explosions. Also, only 3 orbs will be needed for a full stack, instead of 5. Multishot may become desirable for reaching maximum stacks sooner, or more combining (with no multishot) for more status procs.

    Depending on the range, it looks like Telos Boltace will be changed from a Maim-Equinox style room clearer, to a potent CC option. I haven't used the Telos Boltace, so I'm not familiar with how much damage it can put out on direct hits. I can't say much more until we know the range, cooldown and potency of the CC.

    My Buzlok and one of my Ogris Rivens (the good one) are in the spoiler below.

    Spoiler

    ADJOpyD.png

    gfkQdP2.png

    M1JItJy.png

    0fkCATa.png

     

  5. Could these augments also be changed to scale with the other status mods? For example, Shattering Justice + Toxic Barrage would be (15+20)*1.6 = 56% status chance, as opposed to the current (15*1.6)+20 = 44% status chance. The difference doesn't look that big with just one +60% status mod, but currently the Sobek needs just under +434% status chance to reach 100% status chance ((15*5.34)+20 = 100.1%). If the augment were to scale with other status mods, it'd only need +186% to reach the 100% status chance mark ((15+20)*2.86 = 100.1%), which is much more reasonable to build for.

    This change may warrant changes to Acid Shells and the Riven Dispositions of the Sobek and Supra.

  6. Just ran some tests in the Simulacrum.

    The Kuva Guardian dash attack launches things into the air, and seems to have an even stronger effect on Kubrows (and presumably Kavats). The Kubrow then dies once they have fallen out of the Simulacrum.

    I also tested with Shockwave Moa and Powerfist, and both times my Kubrow teleported back to a valid spot instead of dying.

    This likely applies to falling out of the area in Kuva Siphons too.

  7. In addition to the Kingpin system, are there any other plans for Dojos?

    For example:

    • More colors for room decorating?
    • Re-texturing?
    • More decorations?
    • Making decoration placement less strict?
    • Additional rooms?

     

    Are there any further changes to Rivens being discussed/implemented?

    I wrote some feedback here:

     

    Looking forward to the stream!

  8. 1 hour ago, [DE]Drew said:

    We just want to let you all know that we're still working hard on the new Clan event, but it's going to require more time before we're ready to release it. Banshee Prime is still releasing tomorrow on schedule, but U19.12.0 must wait a little longer. We appreciate your patience as we get closer to releasing it!

    Cheers for the info, and keep at it ^^.

  9. 35 minutes ago, Chipputer said:

    That's not even the worst way your pet can die. When you approach a Kuva Siphon there's a chance your pet will just vanish out of existence for the rest of the mission with no notification of any kind.

    Really needs work. I've had to shelve my pets because of these issues.

    Kuva Guardians are capable of instantly killing Kavats/Kubrows (regardless of Transference).

    I'd assume it's a bug.

  10. I've been cycling various Rivens, and have found that weapons tend to struggle without a 'perfect roll'. In Dev Workshop: New Mods Part 1! it was mentioned that 'perfect rolls' are not the goal behind the system.

    On 14/11/2016 at 11:04 PM, [DE]Rebecca said:

    The exponential Cycling costs are there to encourage players to try the existing stats before they embark on the journey to the ‘perfect roll’. For those of you who want to find the best Mod possible, that avenue is available to you, but that is not the goal behind this system.

    I've put together a video showcasing the performance of 8 Riven modified weapons. Rivens and builds: http://imgur.com/a/jK6oJ

    Spoiler

     

     

    'Strong/Perfect' Rivens

    The Buzlok is turned into a beastly crit weapon, in a similar fashion to the Soma (I haven't Forma'd the Soma/Soma Prime, so I don't have a comparison).

    The Tetra Riven upgrades the Prisma variant into a status/crit monster (perhaps too much of an upgrade).

    The Twin Gremlins have become a weaker version of the Akstiletto Prime with the Riven, although the reduced flight speed makes them awkward to use at range without Zephyr's Jet Stream or losing damage to fit Lethal Momentum.

    The Penta Riven makes it crit viable with a combo of critical chance and multishot stats. The multishot also increases the status probability per shot as well, increasing the viability of a status build.

    The Vulkar Wraith is changed completely, as the Riven removes all impact damage (225 of 250 base damage), turning it into a heavily elemental damage focused weapon. Combined with a Gas build, it becomes an AoE sniper.

    All five of the above are really good rolls that transform the weapons into Sortie viable machines (although the Twin Gremlins struggle somewhat -  which is more of a problem with low base damage).

     

    Not-so-good Rivens

    The Daikyu Riven is good, but could be considerably better. It's an improvment over non-riven builds, but it's not a 'catch up with the meta' gamechanger.

    The same applies to the Dera Riven. Although it doesn't struggle as much as the Daikyu, it's still underwhelming when compared to a non-Riven Braton Prime (neutral disposition). In hindsight, I should have included a Braton Prime build for comparison.

    The Ogris Riven is a strong roll, but the base weapon is slow and still struggles in Sorties without heavy buffs from powers (e.g. Vex Armor). This is largely an issue with base stats - slow speed, low damage (compared to its speed) and an unusable 5% base critical chance.

    The Tonkor is used to compare Riven Ogris to 'meta'.

     

    Where are Riven modified weapons intended to be on the 'power scale'?

    Is this system intended to replace buffing sub-par weapons (e.g. Vasto Prime, AkJagara and Drakgoon) up to par with 'high/top tier' weapons? Or are they intended to be improvements to weapons, even if they leave them in an underpowered state?

    Without a 'near/perfect roll', most strong disposition weapons struggle in Sorties, and others (e.g. Embolist, pre-buff Ogris and pre-buff Sicarus Prime) struggle even with a 'perfect roll' due to low base stats.

    Getting a perfect roll heavily relies on luck, and the range of 'ideal/perfect rolls' varies by weapon. The current cycling costs are much, much better than the original costs, but are still rather expensive, given the number of cycles a Riven can hit without anything game-changing. I, personally, haven't felt encouraged by the scaling costs to try out stats: curiosity and the stats themselves have filled that role. Cycling Rivens would be significantly improved by capping cycling costs at 900, or introducing a way to reduce the cycling cost via use of the Riven.

    Either way, super-underpowered weapons could really do with base stat buffs, in addition to the Riven system. This has already happened with Sicarus Prime, so I have hopes that other weapons can be buffed as well. Update! U20 introduced buffs to 10 underpowered weapons: The Miter, Harpak, Hind, Panthera, Paracyst, Mutalist Quanta, Buzlok, Glaxion, Ogris and Attica. For Rivens, these changes are really good, as more stats become useful for the weapons to have on a Riven. For example, before the buffs, critical chance and critical damage stats on a Miter Riven were useless (other than with flat critical bonuses, like Cat's Eye and the Mutalist Quanta orb). Post-buffs, critical chance/damage stats on Miter Rivens can be of use - they won't be super-useful, but not something to object to, especially with the halved charge time. The Ogris and Glaxion lack usable crit stats, but make up for it with strong status potential (although questionable for beam weapons).

    I've made another video showcasing the buffed Buzlok and Ogris, although the Ogris isn't a direct comparison, as the Riven has been cycled. Rivens and builds: http://imgur.com/a/smDNO

    Spoiler

     

     

    The massively increased status chance from 10% to 35% and significantly reduced charge time from 1.50s to 0.80s are the highlights of the Ogris buff, with the increased flight speed, damage and blast radius being the icing on the (rather explosive) cake. As for the Riven, the extra Toxin damage increases the proc weighting of Corrosive/Gas, and increases the damage of Gas proc DoTs. The increased status chance brings it to 100%, proc'ing on everything in the blast radius, which is deadly against groups when using Gas. The reload speed is a decent bonus, reducing the downtime of the weapon. The negative status duration can be compensated for by using Continuous Misery (+100% status duration), but the 'loss' of a slot hurts somewhat.

     

    Changing Dispositions

    With these buffs, potential changes to Rivens were mentioned, but none have happened yet (as far as I know). I'm going to use my Buzlok Riven as an example for the next part. Before the buffs my Buzlok Riven allowed it to compete with the Soma Prime, even with the reduced fire rate (compensated for with Speed Trigger), at around 25,000 sustained damage per second (including reloads in the calculation). This has doubled to ~50,000 with the buff, which is rather insane, even with the Buzlok's slow flight speed. The burst DPS (not including reload time in the calculation) before was ~30,000. Post-buffs, it's at ~70,000, which increases to ~90,000 on tagged enemies (the critical chance on tagged targets seems to cap at 100%).

    This raises the question: what if the negative fire rate stat was a different one? Zoom has no effect on DPS, so negative zoom (instead of fire rate) would allow the Buzlok to deal ~69,000 sustained DPS (with Bladed Rounds instead of Speed Trigger) - a 38% increase. If the negative was 90% multishot instead (I don't know what this stat would be at with Buzlok's Riven Disposition, so this is just an example stat), the sustained DPS would drop to ~36,000 (again, with Bladed Rounds instead of Speed Trigger) - a 28% decrease. Obviously, there is going to be a huge difference between cycles, but a Riven that enables a sub-par weapon to compete is fun to use, even if the mod could be improved considerably.

    What would the Disposition be reduced to? Balance wise, if the Disposition is based around the 'best' roll, anything weaker than high-end rolls would be underwhelming, but no rolls would make weapons overpowered. If the Disposition is based around 'good, but not-the-best' rolls, there would be a wider range of 'weapon-reviving' Rivens, however, high-end rolls would push weapons into overpowered territory. The power differences from weapon to weapon are not going to be completely balanced, especially with Rivens (at least in their current form), but some form of balance between weapons wouldn't be a bad thing. That said, it was stated in Dev Workshop: New Mods Part 1! that content will not be balanced around Riven mods, so perhaps only excessively powerful Riven modified weapons will be toned down (e.g. my Buzlok).

    On 14/11/2016 at 11:04 PM, [DE]Rebecca said:

    Warframe content will not be balanced around Riven Mods, but Riven Mods will be balanced within their own ecosystem.

    The presence of a negative stat on a Riven increases the positive stats, regardless of whether it affects the weapon's performance or not. Minus zoom is even considered a positive stat for weapons with enhanced zoom by default (e.g Seer, Daikyu, Snipers). I have covered the effects of negative stats on weapons in the stats list below. Limiting the values of 'killer negatives', and changing the values of the positive stats based on the type of negative stat would be a good way to change this (e.g negative damage would increase the positive stats more than negative zoom).

     

    Potentially Unrewarding

    If the Riven system is simply intended to be random improvements to weapons, whether game-changing or not, then I guess so be it, although it'll still suck to see such grind be unrewarding (without massive luck) compared to faint disposition/'meta' weapons. I'm not against grind - it's the nature of Warframe, and F2P games in general - but there comes a point where there's just too much grind, especially when the grind has little to no "consolation prizes". Cycling a mod 30+ times and getting underwhelming rolls that still leave the weapon in a sub-par state just feels like a massive waste of Kuva.

    For example, with Primes and Relics, 'unwanted' Relics can be used for Forma Blueprints and Ducats. The undesired parts from refined relics can be used for ducats. With Rivens, the Endo value of the mod increases by a bit with each cycle, but it's hardly anything compared to the investment made.

     

    Stats

    (Note that the presence of a negative stat on a Riven increases the positive stats).

    • Damage/Multishot are obviously desirable stats. Can ruin a Riven if negative.
    • Elemental damage is useful, and can further increase elemental proc chance bias. Can restrict elemental combos depending on the weapon/build though (e.g. Cold when you wanted a pure Toxin Acrid build).
    • Physical damage is of similar usefulness to elemental damage, although it is of no use to elemental weapons. Negative physical damage stats can increase the elemental proc bias (see the Vulkar Riven above for an example). Free negative stat on elemental weapons (and physical damage weapons depending on stats).
    • Critical Chance/Critical Damage stats are high enough on Strong Rivens to make weapons with 10%/1.5x critical stats viable for critical builds. Damaging to the Riven if negative. 'Free' negatives/useless stats for weapons with awful/no critical stats.
    • Status chance is good, and the stats are high enough to make weapons with a decent fire rate/status chance worth building for status. Also good for getting shotguns to the 100% status mark with less elemental combinations from 60% elemental + 60% status mods. Damaging to status-oriented weapons if negative.
    • Fire Rate is useful for slow weapons and great for bows (due to the 2x bonus). Negative fire rate stats can be recovered from if the weapon and the rest of the Riven is good (see Buzlok Riven above).
    • Faction damage is useful for covering weaknesses (e.g. Puncture vs Corpus shields) or enhancing strengths (e.g. Slash vs Infested) of a weapon's main damage type.
    • Reload/Magazine Size bonuses are useful, especially on weapons with small magazines/long reloads. Damaging to the weapon if negative. Magazine size is a free negative/useless stat on Bows (not crossbows).
    • Punch Through is useful for everything except explosive weapons, as it can cause them to fire through the floor/walls in some areas.
    • Flight Speed is useful for weapons with slow projectiles or low range (e.g. Penta, Stug and Buzlok). Damaging to projectile weapons if negative. Free negative/useless stat for hitscan weapons (with the exception of shotguns, as flight speed changes the fall-off distance).
    • Recoil stats on Rivens can completely negate recoil, which can make weapons like the Dual Cestra much nicer to use. Weapons with notable recoil become awkward to use with the negative stat (increased recoil). Weapons with little or no recoil get a 'useless' stat or a free negative.
    • Status Duration ultimately isn't of much use. Cold/Radiation procs will last longer, which is good for some CC, but Damage over Time (DoT) effects already last long enough. If an enemy outlasts a DoT proc, won't make much of a difference to extend it, as the proc isn't worth building around. Most enemies will die before the procs expire. Negative status duration is a damaging stat to status focused weapons (other than Corrosive/Blast/Electric/Impact, as they have no duration). Weapons not focused on Status will be largely unaffected by negative status duration. I can't think of any suggestions for changing status duration.
    • Zoom stats are awkward for almost all weapons, particularly snipers. It increases the attack range of sentinels, but that's about it. Negative zoom can be considered a positive stat in most (non-sentinel) cases. I can't think of anything to suggest for Zoom Riven stats.
    • Ammo maximum also isn't of much use. It merely increases the amount of time before you run out of ammo, and is (presumably) useless for sentinels. Negative stats can be large enough to remove all reserve ammo, requiring the use of another mod to offset that. Ammo maximum could be improved by adding an increased ammo pickup effect to it, so if you had +50% ammo maximum, it would add 50% to your reserve ammo, and 50% to ammo pickups. These are example stats, and how they stack with Ammo Case, Ammo Mutation and Ammo Scavenger Auras is up to you. This would apply to negative ammo maximum as well, reducing the amount of ammo from pickups.

    Negatives could do with being capped (e.g. -50% fire rate, -50% ammo maximum, -50% status duration and -50% flight speed).

    Accuracy/Spread could fit into Rivens, and would fill a similar role to Recoil stats.

    A way to change the polarity of Riven mods (or making them a 'universal' polarity) would be nice, but not a major issue.

    I've seen many suggestions for selective locking of stats when cycling Rivens, but this doesn't stick with 'perfect rolls' not being the goal (at least not currently). If 'perfect rolls' do become an 'enabled' goal, perhaps adding the ability to lock stats based on cycle count? For example, at 10 or more rolls, you can lock 1 stat, at 20 or more you can lock 2, and at 30 or more you can lock 3. (In theory, an empty stat could count as a lockable stat). This would allow both luck and a sense of progression with Rivens. This particular method also has the bonus of being somewhat retroactive.

     

    Acquisition

    The 'drop' rate from Sorties feels ok, but getting an undesired Riven that also has little to no value in trading sucks. A weekly mission (Given by Samodeus, maybe?) that enables you to convert an unveiled Riven into a veiled, uncycled Riven (either of the same or different weapon type) would be a great addition. This 'Riven Reset' mission could have a pick-one-of-four screen (like Relics in a Squad, except solo), which would give a bit more influence to the player and reduce the chance of getting multiple undesired Rivens in a row when 'resetting'. This would keep undesirable Rivens in the 'pool' for those that want them, without making them a 'dead end' for those that don't.

    A separate Rivens trading chat would also be a great addition. Even better would be a Buying/Selling Riven chat and a Trading Riven-to-Riven chat. (The same could be done for the general trading chat, but that's a topic for another thread). Update! Trade chat filters have been announced. These could really help with searching for Rivens to buy/trade for.

    The current cap of 60 Rivens is (eventually) not going to be enough, but raising it will further increase the load on the servers and the time it takes to open the modding section (and other actions that involve opening a player's Riven collection). Would it be possible to implement a "Riven Stasis" function? It would involve storing the mods in a separate 'section', which wouldn't be read when accessing a player's 'active' Rivens. This "Riven Stasis" collection would be accessed to store and retrieve Rivens that you don't want to dissolve/sell, but aren't using currently. These slots could cost less Platinum (e.g. 15p for 3 slots) than 'active' riven slots. This could also include a Kuva cost for moving Rivens in and out of stasis (I think 1,000 would be a fair price) to deter using Riven Stasis in place of active slots (alternatively, a timer could be used, with Kuva as the rush cost). This may be impossible to do though, depending on how things are stored (I have no knowledge of data/storage servers, so I can only guess).

     

    Conclusion

    Ultimately, Rivens can indeed revive older weapons in a non-static way, but they're not quite there yet. A reduced cycling cost and some tweaks to the stats should form them into a system that can do as intended and feel both rewarding and fun to invest into.

     

    Thank you for reading!

  11. 1 minute ago, [DE]Rebecca said:

    We are working on a fix for this right now! Sorry about that, Hotfix broke it indeed!

    "This is too easy! Tell your Lotus to send more capable fighters next time!" - Councilor Vay Hek

    Don't worry Hek, it seems The Lotus is already on the case :P

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