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[DE]Megan

Mask of the Revenant: Update 23.8.0 + 23.8.0.1 + 23.8.0.2

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1 hour ago, mrbubblepants said:

Can reaves distance based on duration be cut? I use max duration for Danse and cant reave because it will send me clear across a map into a wall where I have to wait for the abaility to end.

 

If you press 3 again reave ends so you control how far it goes can literally move just 1 meter.

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hace 17 minutos, Sickle_Slayer dijo:

Revenant Bugs:

Mesmer Skin: 

  • Okay, there seem to be a few bugs with this one. There are reports of people getting shot through Mesmer skin by Specifically Nullifiers.
  • In my own testing I seem to have the opposite problem. Nullifiers do NO damage to Revenant, in fact, they don't even use up a charge of Mesmer skin, they can shoot and shoot, but nothing happens. Definitely seems like a bug.
  • Some people report that AOE damage still bypasses Mesmer skin and directly damages him. Though within my own testing I've found that any AOE is negated, a charge of Mesmer is used, and the culprit that shot at you is stunned. Just as the ability was intended to do.
  • One case where AOE does bypass, is with Bombards. When they do their groudslam, the damage bypasses Mesmer skin, doesn't use a charge, and doesn't stun the bombard.

Questions:

Mesmer Skin: 

While playing Revenant I noticed something. During the recast animation of Mesmer Skin, Revenant is left Completely vulnerable. Even if you had charges of Mesmer skin left over before you recast it, enemies can bypass Mesmer Skin and kill you. Is this intended? Because as it stands, this is extremely deadly for Revenant. The casting animation of Mesmer Skin is already a really long casting time, and it keeps you from being mobile by locking you in place until the ability has finished recasting, which leaves Revenant vulnerable to all sorts of death wishes. It would be nice if he kept his current charges of Mesmer skin until the recasting animation finishes. This seems like a change that would be really important, since otherwise, the ability to recast Mesmer skin is almost pointless if Revenant can't actually keep up the ability which is meant for his survival.

Suggestions:

Enthrall:

  • I really like the direction that the ability is headed, but as of now, the ability has one major flaw. The Enthralled enemies die too easily from friendly fire. Now, I suggest a simple change. Let Revenant have a toggle which turns thralls Invulnerable to friendly fire or back to being vulnerable(sort of like how Vauban or Ivara have a toggle). This is meant to cure the problem that occurs on lower level missions where Thralls die before they are even useful because either You or Your Teammate killed them on accident. If this change was implemented, he could actually have a miniature Horde of minions that act as meat shields by drawing aggro, and spreading their infection. (Of course they would still be vulnerable to Reave, and take damage from all sources except for You and Your Teammates while the Friendly Fire was toggled Off). I would suggest Holding down the ENthrall ability in order to toggle Friendly fire Off and On.

Mesmer Skin:

  • I saw someone suggest this, but it would be really nice if we could cancel the casting of Reave by casting it again while the animation is still going. That way you can cancel the long and deadly casting time if you need to move and react to something.
  • Also I would appreciate it if you looked at my question about Mesmer Skin and considered changing it in that way.

Reave:

  • This is a simple change, but it seems that Reave does not show the accurate Health and Shield Percentages, at least not the accurate percentages for average enemies. In the ability menu, it states that the health and shield drain is 40%, but through testing this turned out to be false. Normal enemies only have about 8% Health and Shield drain. Although, what I did find is that when Reave passes through Thralls, that is when the Health and Shield drain truly is 40%. If this is the intended Percentages, then it would be lovely for the Ability screen to reflect what the ability actually does. As it is currently, displaying 40% health and shield drain is misleading, it should be clarified that it is only 40% when Reave passes through Enthralled enemies, and the percentage of Health and Shield drain for normal enemies should be displayed.

 

Anyway, I'm off to do more testing, I hope that you read this and I'd love it if you took any of what I said into consideration. Have a great day DE, and thank you for all the years of gameplay you've given me!

 

I think Enthrall friendly fire is fine, unlesss they die automatically after timer end or they recive a heavy damage reduction buff, otherwise killing unneeded enthralled units seems fairly good to me, and i experienced some probles with mesmer skin as well, some damage really bypass inmunity but im not sure whom (Survival at Neptune and with charges left i died several times xD not by bombardants) and eidolon damage is not null, even if its kind of unfair, that inmunity should work on them because revenant have sentient energy right? XD 

Besides of that, i totally agree with your suggestions :3

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Any chance for mutalist alad v coord refunds for people that owned built keys from before the change? I doubt it would happen but it would be nice to have not wasted the coords I spent on making keys recently.

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Can we get a similar HUD indicator for Frost's bubles? its pretty hard to keep track of their hp especially if you have 3, since it only displays a percentage, and on top of that, it only displays the last one's health

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7 hours ago, [DE]Megan said:

TENG DAGGER SKIN
Doom in the sting of a serpent’s tooth. Converts any single Dagger Melee Weapon into a blade worthy of legends.

I see that zaw dagger are not single daggers apparently
feels bad DE
feels real bad

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Very beautiful skin for a now useless Warframe, 90% damage block? It was not enough to nerf in Ember? What's the next nerf so I can stop playing while there's still time? It's these kinds of changes that make you lose more and more players every day.

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Nezha is my favorite frame, so im a little cautious here, but from what I can tell by playing him thusfar:

1 Firewalker- With my original Duration/Efficiency build, I'd NEVER run out of energy in missions. I could keep his 1 on infinitely. Changing it to a duration ability is annoying. I don't even notice when it deactivates most the time, and then have to turn it back on. Allows me to use energizing dash which is pretty good. Does encourage other ability use as opposed to just toggle 1, activate 3 and never touch anything.
The big problem I have with it now, is that pyroclastic flow is complete and udder S#&$ now. Instead of deactivating the ability at no cost to activate pyroclastic flow, you now lose the remaining duration of your ability. If you let the ability run out however, then you can't build up any more charge and inorder to even use Firewalker again, you have to use up your pyro charge. This is a huge oversight. Pyro flow was my fav augment on him and I just loved stacking those numbers. Having to either end my ability prematurely and waste energy or limiting how much it can be charged is a huge nerf. I've had to remove this augment because it just feels so weak now.

2 Blazing Chakram- Still feels clunky, but the charges are definitely positive. I almost never used this ability (and especially not the tele, canceling my pyro flow). The heal was unnoticeable. Changes are a definitely buff and I think coming Nezha builds will center around it.

3 Warding halo- I'm still not sure how I feel about the 90% change, but it does open up new build options which are interesting. Keeping my eye on this.

4 Divine Spears- Still can't reliably ground finish these guys. Otherwise, good stuff. Never did use this ability much as it cost so much and 1 was just so effective.

Either change 1 back to a toggle, or change pyroclastic flow. Perhaps hold 1 to release stored charges and just tap 1 to cancel/activate firewalker?

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Nezha's 1 augment still causes movement interruption when using it.  Kind of counterproductive with this overhaul if the augment still reverts it to it's original motion stopping state.  Also, how does the change affect the augments for his 2 and 3?

 

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Everyone's over here complaining about Nezha's ward only blocking 90% damage.

Meanwhile I'm off hitting level 80+ enemies for five digits with chakrams and covering the ground with more health orbs than anyone could ever know what to do with. (Not energy orbs tho. I need those for MOAR CHAKRAMS)

 

3 minutes ago, Alanthier said:

Nezha's 1 augment still causes movement interruption when using it.  Kind of counterproductive with this overhaul if the augment still reverts it to it's original motion stopping state.  Also, how does the change affect the augments for his 2 and 3?

 

The Reaping Chakram augment still works as it says on the tin, even though uncharged the chakram bounces around. It's actually sometimes better to not charge with this augment, as the chakram can bounce around and bonk more enemies to do more damage to the group as a whole than if you charged to hit just one or two.

 

.... Still take the charged shot if you can hit multiple enemies though. That ~4x damage multiplier before the augment is delicious.

 

Oh and it applies to the chakrams that spawn from hitting speared enemies too. It's nice.

Edited by Slifar

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7 hours ago, [DE]Megan said:

Mask of the Revenant: Hotfix 23.8.0.2

Changes:

  • Changed Nezha’s Fire Walker to only ‘hop’ when cast while on the floor.

No fun allowed!

Seriously, though. I don't think this breaks anything. It's extremely expensive energy wise to bunny hop with it, doesn't add to the damage output, but it is neat and fun and a silly little quirk. Why can't we keep this?

 

Heck, I'd go so far as to request that it be changed to be more user friendly and a game mechanic. Allow holding to charge the ability to function as a channeled/repeatable cast of fire walker to "fire skip/fire hop" and have Nezha create little discs of fire under his feat to jump along like a series of trampolines in order to cross gaps and maybe deal a tiny bit of AoE damage as an alternative to bullet jump gliding. For visuals: Ember fireblast, but smaller and a fire 'floor' to stand/hop on. Each hop causes a tiny radial blast dealing a couple hundred fire damage and maybe a chance of igniting. I think this would go well with the playful nature of Nezha as well as his abilities' theme of fire and mobility.

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Fixed being able to spawn more enemies/crash the game by spamming the 'Simulate' button in the Simulacrum.

 

Can you please give us the ability to simulate specific game modes?

 

Examples...

 

Simulate Survival with level 150 enemies... they spawn indefinitely as they would in that mode and not the chosen specific enemy custom roster of just 20 cap.

As well as: Defense, Exterminate, Capture (including the Capture target), etc.. what makes sense to add.

Some stuff is hard to test with a limited supply of enemies... like melee combo counter and Khora's whipclaw augment, etc.

Then the current mode would be labeled as Custom Simulate, and the new to Endless Simulations.

 

Please... thanks... ❤

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2 hours ago, Sickle_Slayer said:

Revenant Bugs:

Mesmer Skin: 

  • Okay, there seem to be a few bugs with this one. There are reports of people getting shot through Mesmer skin by Specifically Nullifiers.
  • In my own testing I seem to have the opposite problem. Nullifiers do NO damage to Revenant, in fact, they don't even use up a charge of Mesmer skin, they can shoot and shoot, but nothing happens. Definitely seems like a bug.

test it with enenies past level 110 its when it starts to get one shot bug, it used to be 120 before the update......
 levels below that its the opposite as you mentioned above, no damage and no use of charge...

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I get a lot of the changes for Nezha and Rage/Hunter's Adrenaline is now fantastic on him. But when Warding Halo drops, you only have literally 1 second to reactivate it. For no longer providing damage immunity, that's garbage. You can now very easily go from partially damaged to dead while watching the for the shield to drop and still not reactivating it in time.

3 seconds would be generous. But due to latency, 2 seconds is the bare minimum. That or being able to recast/recover the shield.

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6 minutes ago, kaelvamp said:

test it with enenies past level 110 its when it starts to get one shot bug, it used to be 120 before the update......
 levels below that its the opposite as you mentioned above, no damage and no use of charge...

I first tested it with lvl100's and then I tested it with lvl145's. In both scenario's I wasn't taking any damage at all, and mesmer skin wasn't using any charges. 

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8 hours ago, XanZath said:

Nezha was definitely overdue for some changes in order to make him feel better to use so thanks for that. However, making Warding Halo only block 90% of damage feels like a change in the wrong direction.
Also, is zylok just not getting a unique model? I've said it before but the current one seems "a bit" low effort which is why it's being memed.

Did you not see the rest of the changes that go with this? You act like 90%DR is a tiny amount but thats the same S#&$ that makes gara impossible to kill.

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