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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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11 hours ago, Roboplus said:

I'll be honest, I don't care if you're skeptical. Because all I'm asking for is more than 1 second to press a button. Activating the shield makes you invincible for 3 seconds anyway. If someone with a faster reaction time than me intentionally delays reactivating the shield until the last possible microsecond, what difference would it make? It's literally 1 extra second.

When you're driving you're supposed to make sure you're 2 seconds behind the person in front of you for this exact reason. So you have time enough to react.

No I'm not saying that the ability couldn't benefit from a bit of a wider window for reactivation. That's totally fair, and is pretty similar to my own statement of how I wish it was more obvious when it expired.

No the thing I'm taking issue with is how you're implying that Nez is neutered by the fact that his ward only blocks 90% of the damage now. The part that I'm skeptical about is how you could regularly find yourself in situations where the 10% damage you're taking is eating through you so much as to make a significant difference compared to before. As I said, ALL of Nez's abilities have good CC on them.

- The fire fields should likely be leaving everywhere cause fireprocs and effectively stun enemies for a few seconds

- Chakram causes fire procs and also stuns enemies for a few seconds. Can also knock them down.

- Chakram also drops health orbs like candy, which will typically patch up the damage you are taking even against high level enemies.

- Ward itself also has a mini-stun, not to mention it has a decently wide radius CC that occurs when it pops

- Nez's spears are a wide-area AoE CC that cannot be blocked by Ancient Healers and cannot be nullified as long as Nez himself is not caught in a bubble.

 

So Nez is basically CC'ing enemies constantly almost by sheer virtue of just existing. Unless you're standing out in one of the huge open fields in the game with enemies shooting at you from long distance, nez shouldn't really be taking too much fire normally in the first place, because enemies are too busy flailing about or being impaled or knocked around etc. to do so. Now can there be unfortunate circumstances that floor him, such as recieving the previously mentioned rocket to the face right as his invuln expires? Sure. But that's a hazard to nearly every frame anyways, and in fact if Ward is already popped then the % damage reduction it had is irrelevant, because a high-level Bombard rocket will easily one-shot most frames if it's hitting their health and shields, including Nez. The amount of health he had at the time is pretty irrelevant in this situation. He's dead either way. But for this to happen he has to not be CC'd in any manner, which in itself can be difficult because Nezha, and also manage to get his rocket to connect in that brief period of vulnerability for nez. 

Not to mention that, if you are actively paying attention as you said you were, than one second should be more than enough time for the average person. The average person's reaction time to visual stimulus is around 0.3 seconds. The reason why the 2 second rule exists for cars is because people are stupid and not mentally equipped to sit inside and control a metal projectile traveling at speeds far greater than anything evolution could have possibly prepared them for, and they often simply don't pay attention or care about anything while they're driving, including driving itself. I mean, how many people do you know and encounter that actually follow that rule? There are reasons why cars are statistically one of, if not the, most dangerous and deadly machines man has created in many countries.

So basically the rule for cars isn't particularly relevant in this case.

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9 hours ago, BlindStalker said:

I had like 38.9k of health stored on Warding halo and I have safeguard augment on Nezha. When I casted it on friend, it only gave him 2003 worth of health on his halo shield.  i think the update forgot to accommodate for Nezha's safeguard augment? Shouldn't the rework give at least 50% health of the original casted warding halo to my teammates?

rEy8gJ3.jpg

 

Since you were able to test it, what does it exactly gives to your friend?

90% dr for reduced amount? 45% dr for reduced amount? Before rework invulnerability?

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Wait wait wait......You increased Oxium drop chances and lowered cost of building certain items but you left the Hema at 5000 mutagen samples to research and like 1-3 gained from a Derelict run (you know the derelict where you need to build a key?).

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Absolutely loving the Nezha changes! Feels suuuuper good to play him now. 

While I do like the changes so far to Revenant it still feels fairly sub par in comparison to most. 

His one ability is more useful now, but the pillars tend to only shoot one projectile at a time, the damage output is fairly forgettable it feels like, as far as a suggestion, perhaps have them infect with Enthrall as well, this would cure a lot of the problems in my eyes, allowing for enthrall to keep spreading even if killed by an ally, clearing up the current issue of nukers making enthralls pointless and still letting it spread from a single cast, even if a nuker is being over zealous.

While Mirage skin has an interesting potential the small number of charges simply don't make it feel worthwhile on its own, the charges feel like they burn off quickly and even with the recast that refreshes it, in most scenarios when damage is being applied or I intentionally am trying to take damage to stun an enemy with it for synergy purposes it gets stripped off. While there is nothing wrong with the charge amount mechanic, having a base of only 6 (at rank 3) feels far too low in a game where the majority of enemies have rapid fire weapons, shotguns, or repeating aoes (fire areas from grineer cat summoners and napalms are the main reference here). So while I do love the concept, it could be improved by making each charge have a period where the effect carries, so that way one charge lasts a few seconds when it is popped and when that is done the next can be popped. Or give more charges. The secondary effect of the stun I will admit can be fairly hard to pick out in a crowd of enemies, it would be lovely to see some sort of debuff particle or visual effect on the stunned target, or, it auto enthralls if available.

the changes to the Reave are a step in the right direction, making it feel more usable with its new aim-ability, the buffs to allies are decent and while I do love the concept as well, it can be a tad hard to land still due to the decent cast time and short base range of 6m. Aside from the base movement range and cast time, loving the direction its going.

The Danse Macabre is a good concept and I love its synergy change, but still the cost feels like it needs to be brought back down or at least the damage readjusted to reflect its current state.

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Nice improvs on Nezha, DE, an Ok warframe have just became great XD, just wondering if Titania will have any rework soon?

Edited by ByllCypher

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So.. Revenant is a laser show and also a fog machine in one, I just need an octavia playing dubstep and we could go on tour...

Now joking aside after the update the smoke effect of revenant third is kind of anoying and it keeps active, i dont mind a bit of smoke but its really anoying, and it also transmits to other players that get revenant protection.

 

mqbZbxo.jpg5wz763l.jpgECMordE.jpg

Edited by SepherRaziel
Forget the image proof
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Well dear devs,

i loved the rework on nezha, trully, loved the sinergies, i took some time to understand how the halo works now ( it is confusing at start ), my only concern is:

if the warding halo gives 90% reduction, why dont you make it be recastable while active? its no longer a 100% damage blocking anymore, and if you stand still doing nothing, you probably gonna die ( same about the third ability on mesa )...

the sinergy with chakram and the 4th ability is great, but i still trying to find an use to the fire walker ability beside buff my move speed

so far the changes i want to see on this rework:

-be able to re-cast the warding halo while  warding halo is active;

-fix the chackram ability... you cast it upon a group of mobs and it hits only the first target then the chakram fly sky high and dont debuff the rest of enemies, sometimes it work as intended hitting a small group of mobs in front of nezha but consistently it hits only the first mob and then fly away.

-a sugestion: make fire walker flames recover duration of warding halo when hit enemies with the flames, would be a great sinergy to keep the damage reduction without recast the halo.

Great work guys, warframe is moving into a good path, thank you for your pacience on read our complains ^-^

 

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5 minutes ago, FormatDriveC said:

Well dear devs,

i loved the rework on nezha, trully, loved the sinergies, i took some time to understand how the halo works now ( it is confusing at start ), my only concern is:

if the warding halo gives 90% reduction, why dont you make it be recastable while active? its no longer a 100% damage blocking anymore, and if you stand still doing nothing, you probably gonna die ( same about the third ability on mesa )...

the sinergy with chakram and the 4th ability is great, but i still trying to find an use to the fire walker ability beside buff my move speed

so far the changes i want to see on this rework:

-be able to re-cast the warding halo while  warding halo is active;

-fix the chackram ability... you cast it upon a group of mobs and it hits only the first target then the chakram fly sky high and dont debuff the rest of enemies, sometimes it work as intended hitting a small group of mobs in front of nezha but consistently it hits only the first mob and then fly away.

-a sugestion: make fire walker flames recover duration of warding halo when hit enemies with the flames, would be a great sinergy to keep the damage reduction without recast the halo.

Great work guys, warframe is moving into a good path, thank you for your pacience on read our complains ^-^

 

(COPYRIGHT STRIKE)

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I don't understand this shinigans. She was good beforehand, could protect others with her augment and herself using the 3rd, make use of her 4th situation-based and teleport with her 2nd in spy. Just the first ability wasn't used that much by myself. Meh.

I don't care, if it's a hermaphrodite or not. This is just my opinion of view, so deal with it :}

Btw. crouching while running still bugs you into a state, where you've to doubletap crouch to continue to walk in a non-crouching-state.
I don't understand, why this is assessed every patch. Link below.

https://forums.warframe.com/topic/973516-bulletjump-while-running-bugged

Edited by NuclearDeath
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hace 1 hora, SepherRaziel dijo:

So.. Revenant is a laser show and also a fog machine in one, I just need an octavia playing dubstep and we could go on tour...

Now joking aside after the update the smoke effect of revenant third is kind of anoying and it keeps active, i dont mind a bit of smoke but its really anoying, and it also transmits to other players that get revenant protection.

 

And a spinning disco ball too....

Jokes aside, please DE, this is really annoying, once Revenant apply his third ability, the other frames keeps surrounded by a dense fog, is almost imposible to see anything and the effect seems to stack the more Revenant keeps using it.

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On ‎2018‎-‎09‎-‎12 at 2:41 PM, [DE]Megan said:

Fixed the Zylok’s "low clip" sound from being audible everywhere.

What, you mean the sound it makes every time it fires? *rimshot*

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2 hours ago, NuclearDeath said:

I don't understand this shinigans. She was good beforehand

Is He. nezha is a Boy. Dont you just notice the BIG EPEN in front of him?

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Is there any way you can indicate which bugs/fixes have been duplicated in house and are being worked to fix? Reason I ask is...

I get nausea from a sensitivity bug that only appears to happen in POE. Sometimes, when getting sent back to the WF after taking too much damage in operator, the sensitivity settings "feel" like they have been set to default. Looking in the options menu, there is no evidence of any changes being made, it says they are still at the levels I've adjusted them too. I've been popping Dramamine daily to save me from puking on myself and my keyboard yet again. Its getting costly, and its starting to REALLY not be worth playing if I'm shunned from such important "endgame" content.

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On 2018-09-12 at 8:41 PM, 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.

Yes, but thanks to 3 skill passing damage you can use other mechanics such as arcane guardian.
If you do that will not feel taking these 10% damage.

By the way now you can heal yourself and use for example simaris mod to get a lot of armor when you pick up hp.
This is actually a buff. And now nezha is not a second rhino with worse shield

Edited by TIX3Lpl

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On 2018-09-12 at 12:53 PM, Myth.i.c said:

Woot! Thank you for this update, even though I am new I was still waiting for this to drop 😄 finally. 

never quote an enormous post like that

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Pablo, DE, you guys did it. Nezha is a beast now and so great to play. I haven't been this happy about a frame in a while.

Just wanted to say thanks guys. Whatever you guys did over there to come up with this needs to be the way you do every frame.

Mad Props!!! :inlove:

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11 hours ago, Slifar said:

-snip-

So basically the rule for cars isn't particularly relevant in this case.

Server latency can require inputs to be made earlier than would be necessary in an offline game.

Physical reaction tests are designed with simplified outputs. A complicated interface requires not just that you react, but that you react in the correct way, such as pressing the correct button, or hitting the breaks in a car.

23 hours ago, Roboplus said:

3 seconds would be generous. But due to latency, 2 seconds is the bare minimum.

 

Edited by Roboplus
With regards to Nezha's 1 second invulnerability recast window.

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I discovered a glich with jordas golem when i do tim of 4 farm i get stuck 4000 m from golem and i can not move while golem is not dead. Fix please 👍

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Please make Divine Spear a DOT ability which enemies will constantly be dealt damage during the duration they are impaled by the spears. This will be truly on par with the same press-4-to-win of Pablo's Saryn's 4.

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