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Augment Tweaks: Hotfix 25.6.1


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The tweaks to Furious Javelin still aren't noticeable, and here's why.

All this mod is doing is increasing your melee dmg output. With a right build and decent weapon, all those mods on our melee that already contribute towards dmg output makes the effects of Furious Javelin almost negligible. You don't notice a 120% increase in dmg when the mods on your melee already increase the weapon's dmg by like 10,000%; it's the same reason why people introduce rivens or utility mods (less recoil, reload, Life Strike, etc.) at the end of their builds.

Besides that, Radial Blind is just (and always will be) a better Furious Javelin. It offers 8x dmg to melee weapons at base and unmodded, its bonus dmg doesn't depend on the number of surrounding enemies, it costs less energy, it decreases enemies' hostility, it can be cast while reloading and moving around and also casts faster, it doesn't require a mod slot, it has a longer stun, and it opens enemies up to finishers. All Furious Javelin offers is that you can carry the bonus dmg around beyond the enemies who were affected by the initial cast, and it now has a 1 second longer duration than Radial Blind.

To make Furious Javelin worthwhile, we'd need either A) an absurd increase in both bonus dmg and duration, but since Excalibur already has amazing dmg output, the better option would be B) an entirely new 3rd ability. As a 2 year Excalibur main, I can definitely say that he'd appreciate survivability and an increase to the range of his dmg output.

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43 minutes ago, Ninjalink123 said:

Embers flash accelerant augment displays "50% heat armor reduction" 

Also, the ability tooltip:
 

5 hours ago, Askr_ said:

Hmm something doesn't seem quite right with Flash Accelerant. https://imgur.com/a/w7cGGvG

Perhaps sadly, however, 207% Power Strength (103% armor reduction) doesn't appear to do anything to armor (in the Simulacrum).

Edited by Chroia
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1 hour ago, [DE]Rebecca said:

made it a more generous 200 meters

Sure that won't encourage others to do other things while some others fighting the Thumper? 

50m is quite a long range and if everyone is actively fighting the thumper together, they shouldn't have lag behind more than that distance. 

Sure this change has been thoroughly thought through?

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8 minutes ago, kyori said:

Sure that won't encourage others to do other things while some others fighting the Thumper? 

50m is quite a long range and if everyone is actively fighting the thumper together, they shouldn't have lag behind more than that distance. 

Sure this change has been thoroughly thought through?

People were using snipers or arch wing and not getting credit. 200 meters isn’t that close in the open world. 

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Any way we can get single press selection back on the loadout screen? I know this is a minor gripe but the whole "set as current loadout" button only adds a step to what was a faster process. Hovering over the loadouts already presents all of the necessary information. If nothing else, could we have this as an option?

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Has anyone noticed ember's flash accelerant augment saying armor reduction in the mod screen's ability overview instead of a fire damage buff? It's not in the actual mod description yet and i didn't see it included in the recent update

 

Edited by afoolwithmagic
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3 hours ago, [DE]Rebecca said:

Changes:

Changed the Thumper Nightwave Challenge range being only 50 meters, made it a more generous 200 meters to prevent issues as seen here: https://forums.warframe.com/topic/1118593-tusk-thumper-nightwave-mission-completion-bug/?tab=comments#comment-10952049

Fixes:
 

  • Fixed an issue in the Corpus Outpost with missing collision on rocks. 
  • Fixed missing collision on barrels in a few Grineer Forest tiles. 
  • Fixed an issue on K-drives where Polarity slots cannot be swapped if player overwrites starting polarity.
  • Fixed an issue with Medium graphics settings leading to Wukong Deluxe looking extra sparkly. 
  • Fixed an issue with Somachord tracks not properly skipping: https://forums.warframe.com/topic/1076110-somachord-doesnt-properly-skip-non-mandachord-song/
  • Fixed a script error / game hang with colour pickers and Loadouts. 
  • Fixed a script error / game hang when deleting and managing Loadouts. 
  • Fixed a script error / game hang when renaming a Loadout without Companions. 
  • Fixed the Dog Days Captura scene beach balls not having collision. 
  • Fixed Mastery Requirement showing up in Loadout tooltips. 
  • Fixed camera issues in Captura. 
  • Fixed Gara’s Splinter Storm not shattering Glass on Gara’s Helmet. 
  • Fixed numerous missing localization lines. 

Any plans on letting us donate dog days balls to dojo

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