[DE]Connor

Dev Workshop: Nezha Revisited

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18 minutes ago, ShadowExodus said:

snip

In all honesty that just reads like you're deliberately just going 'opposite' to those who see the issues or trying to 'white knight' because DE never release a rework without any issues...

You're also wrong about the changes to health conversion, it has been changed to only lose a stack on health damage, that 3 second duration has always been there, it's almost like you don't understand what you're trying to argue over... oh wait that seems to be the case with a lot of those other replys to quotes too...

Edited by LSG501
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Thats what you get for speaking too soon m8, get rekt. anyway.

Great Rework [DE]Pablo and team!
from the toggle to duration change of fire walker, the amplifying blazing chakram, the savior warding halo(now can use arc avenger, rage mod which rhino can't manage), the divine spears which spawns an additional chakram. these are nice.

| (• ◡•)| (❍ᴥ❍ʋ) Oh and i almost forgot his manly deluxe skin is much better compared to the vanilla, now people will forget the "nezha is a trap" joke.

Tho i have 1 concern, it's about Pyroclastic Flow, you see, when your firewalker runs out, you have no choice but to throw those stockpiled dmg for you to recast your firewalker.
as this dude and i have agreed with, can we add this function to PyroFlow?

14 hours ago, Thaylien said:

Maybe something like a manual deactivation by a hold function? Because the tap is always going to be the 'refresh duration' button, so with Pyroclastic Flow, maybe the answer is to simply shift how you activate the function it gives you.

With that said, then the un-intentional casting by ability ending then becomes more of the 'risk/reward' part. If you don't remember to refresh, then you're wasting that damage before you can activate it ^^

 

And another slight concern, it's about his passive, can we think of another passive for him?
Right now i'm thinking instances which powerslide is beneficial:
           *Doing a riven which requires a hobbled key
           *And The Sleds Of Sunshine :p
 

Edited by pabiring
| (• ◡•)| (❍ᴥ❍ʋ)
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On 2018-09-17 at 9:05 PM, ShadowExodus said:

Every other player that doesn't run iron skin rhino in high levels, and already tried nezha for hour survivals on mot would like to have a word with you. Or even the players of frames that have 90 - 95% dmg reduction. Hell Saryn doesn't have dmg reduction and she's still a top pick (mainly cuz of her damage but still). A 10% decrease in invulnerability isn't going to kill the frame and the amount of nezha's that has increased says otherwise. 

 

Good point... but the choice of a warframe is made according to the tenno strategy (individual or team)! The basic strategy I use in Nezha is defense against damage (by the way, the description of the warframe say: "Nezha... insure himself from damage"). And from this support team members ... With these 10% reduction means that damage over 6000 can be deadly!. I think the discussion is about maintaining the fundamental features of Nezha, with 100% Halo. Anything other than that changes the essential Nezha frame !!

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I see they fixed something on the blazing chakram today but the targeting still misses obvious targets that you're direcly aiming at, or doesn't bounce to the enemy around it
 
 
 
Spoiler

Nezha is a tarpNezha is a partNezha isss...a go back to tumblr mod

 

 

Edited by Lenyatta

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Please consider to change reaping chakram that its bonus would effect energy orb drop chance instead of healing orbs. Or increase at least to 50% the energy orb droprate.

A bit more constant energy orb rate would maybe bolster the variety of Nezha builds.

And the chakram hit or miss mechanic should be looked on asap. Right now it almost invalidates the use.

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This is crap. Reduce Warding Halo to 90% and Shields by 75?  With, Oh Boy wait for it....., a 150 health boost. You took a Glass Canon and made her glassier!  How about you guys focus more on content, less on reworking working frames and knock it off with all the Operator garbage? Speaking of which, I play to play my frames not some whimpy teenager that can't even jump! Your ability to make this game a hassle to play is astounding!  

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1 hour ago, (XB1)Bittertoe said:

This is crap. Reduce Warding Halo to 90% and Shields by 75?  With, Oh Boy wait for it....., a 150 health boost. You took a Glass Canon and made her glassier!  How about you guys focus more on content, less on reworking working frames and knock it off with all the Operator garbage? Speaking of which, I play to play my frames not some whimpy teenager that can't even jump! Your ability to make this game a hassle to play is astounding!  

I can sympathize with the rework not being all that great for everyone but for some builds, the Lotus Prince is more tanky this way, not the ideal situation since the damage resist is removed once it takes the unreduced amount of damage worth of life it built up but It is essentially better for a very particular narrow build. I can also understand not wanting to think of your character as the Tenno, since they are small teenager sized and the game is called Warframe, but the game has always been about slowly revealing and showing the layers of what the Tenno represent. In this case, we use living bio-mechanical creatures versus exosuits and are essentially akin to anime or manga espers.

Think of influences such as Guyver heavily influencing Warframe and you have the idea.

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On 2018-09-28 at 1:54 AM, (XB1)Bittertoe said:

This is crap. Reduce Warding Halo to 90% and Shields by 75?  With, Oh Boy wait for it....., a 150 health boost. You took a Glass Canon and made her glassier!  How about you guys focus more on content, less on reworking working frames and knock it off with all the Operator garbage? Speaking of which, I play to play my frames not some whimpy teenager that can't even jump! Your ability to make this game a hassle to play is astounding!  

Not even close to glass canon. And also, shields are utter crap in this game, because of armor. 150HP is much more effective than 75 shields. Gara has less effective HP thanks to her armor, and is fine with 90% reduction.

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On 2018-09-27 at 6:54 PM, (XB1)Bittertoe said:

This is crap. Reduce Warding Halo to 90% and Shields by 75?  With, Oh Boy wait for it....., a 150 health boost. You took a Glass Canon and made her glassier!  How about you guys focus more on content, less on reworking working frames and knock it off with all the Operator garbage? Speaking of which, I play to play my frames not some whimpy teenager that can't even jump! Your ability to make this game a hassle to play is astounding!  

Calm. 

Try

Equilibrium. Fleeting expertise. Rush

Gladiator resolve and aegis and finese

Blind rage. Primed continuity. Intensify 

And enemy radar. First frame iam not using hunter adrenaline or rage on because this new rework gives him so much potential with his chakrams dropping orbs all over. Try it with health conversion or energy conversion.

He has so much potential with equilibrium.

The 90% damage helps to allow damage to his health to pick up health orbs that benefit health conversion and equilibrium

I prefer blind rage though

Edited by (PS4)Tomplexthis

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On 2018-09-26 at 9:09 AM, Csaszar said:

Please consider to change reaping chakram that its bonus would effect energy orb drop chance instead of healing orbs. Or increase at least to 50% the energy orb droprate.

A bit more constant energy orb rate would maybe bolster the variety of Nezha builds.

And the chakram hit or miss mechanic should be looked on asap. Right now it almost invalidates the use.

Hold to toss.

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On 2018-10-05 at 5:51 PM, (PS4)Tomplexthis said:

Hold to toss

Yeah i am doing that. But that 1-2 sec stop could cost you dearly.

Chakram is not for damage at high lvls but for utility. The quick cast should at least hit the guys in front of Nez.

I am all for granted hits based on power strength.

This and the increased chance for energy orbs would place Nez in the "complete" cathegory a truly rare breed in WF. Shouldnt miss the opportunity...

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vor 9 Stunden schrieb Csaszar:

Yeah i am doing that. But that 1-2 sec stop could cost you dearly.

Chakram is not for damage at high lvls but for utility. The quick cast should at least hit the guys in front of Nez.

I am all for granted hits based on power strength.

This and the increased chance for energy orbs would place Nez in the "complete" cathegory a truly rare breed in WF. Shouldnt miss the opportunity...

You can change hold/press ability in the settings

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so here r my thoughts after playing the new reworked nezha:
keep in mind that nezha is my 2nd most used frame so i spent a LOT of time with this frame!

fire walker is a very useless ability, it did became better but still useless.

the charge for chakram and the damage boost is nice but the loss of the healing pulse for a miserable health orb was a very bad idea. my old nezha had a pulse that could heal over 500 health removing that for an health orb that gives 25 health was terrible idea. even if u use an arcane or a mod that can give u a bonus from an orb it's still nowhere near as useful as the healing pulse was since it could restore much more health and not just your own, your companions' health too...
u should have increased the range on the healing pulse and make it give energy this could have been great with the synergy the chakram has with divine spears now (which was a good addition too).

buffing the the damage conversion into health during the invulnerability phase and making the health of the halo visible is great but reducing the the damage protection for 90% damage reduction was a bad choice... maybe it could have worked if nezha could still heal himself but u removed that!!!!

divine spears was done right.


the better options would be if-
1. chakram's healing pulse would heal the warding halo and warding halo would stay at 100% damage reduction (a synergy i'm sure a lot of players wnated)
2. halo would be 90% damage reduction but chakram's pulse remains.

Edited by (PS4)awsomegamerLA1

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Nezha revisit - despite my own previous fears - were largely a success.

The most argued features for example the health orb or the 90% reduction are the best and most brilliant additions. Some ppl still doesnt understand the vast opportunities thar opens. Their utility and usefulness skyrocketed.

Try health conversion, adaptive armor and some other mods and arcanes and you will see.

The 1st skill should be more speed oriented forgetting the other aspects or give them some true synergy with the other 3 abilities. 

If chakram would work better and could hit enemies much more consistently (and would drop energy orb a bit more frequent) the frame would be truly complete.

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It's been quite a while, can we get a working as intended chakram please? It still tends to bug out and ignore enemies which are affected by 4.

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Honestly I didn't know that WH being 90% will sometimes make me almost die...
I wasnt taking that nerf seriously since it's only 10%..but gosh my health goes down so fast at high level missions

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I think Nezha improved quite a bit after this update. It is now a reasonable main, capable of tanking a decent amount of damage and still requiring player attention.

Two points don't convince me though:
1) Other frames have a 95% reduction with their tanking abilities. That would be quite nice on Nezha;
2) Is the Chakram reliable? I use it when health gets low but I'm not really sure it hits all the enemies it can - sometimes it appers it hits nothing at all - and if the health orb drop chance is working or not.

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6 hours ago, den2k said:

I think Nezha improved quite a bit after this update. It is now a reasonable main, capable of tanking a decent amount of damage and still requiring player attention.

Two points don't convince me though:
1) Other frames have a 95% reduction with their tanking abilities. That would be quite nice on Nezha;
2) Is the Chakram reliable? I use it when health gets low but I'm not really sure it hits all the enemies it can - sometimes it appers it hits nothing at all - and if the health orb drop chance is working or not.

2) Imo it's not.
It doesnt hit many enemies even when they increased the chances.
Also, it doesn't drop that many orbs (even with the right mod for it)
Plus the orbs dont heal all that much (before the rework, it used to give better healing but it was a wave at the moment of kill instead of just picking it up when u need it)

 

1) tea

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Although its been a while, I usually provide too much criticism on the forums and not enough praise for the efforts done right.

This rework was absolutely fantastic and I'm very impressed.

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