(NSW)Katsuro Posted October 18, 2019 Share Posted October 18, 2019 (edited) Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising (X)% per Combo Counter tier (something much easier to achieve in Phase 2). We will provide the final % pending more testing. oh and btw the crit multiplier on bloodrush for combos only applies to HEAVY attacks. Edited October 18, 2019 by (NSW)Katsuro 1 Link to comment Share on other sites More sharing options...
Diavoros Posted October 18, 2019 Share Posted October 18, 2019 Imagine overreacting before having the final numbers on stats. 18 Link to comment Share on other sites More sharing options...
ExcaliburUmbra Posted October 18, 2019 Share Posted October 18, 2019 What does Condition Overload have to do with the critical tier of your melee attack? And we don’t even have the final numbers for Blood Rush or the combo multiplier, so red crits may still be possible or even easier then before. Seems like a knee-jerk reaction to me. 15 Link to comment Share on other sites More sharing options...
(NSW)Katsuro Posted October 18, 2019 Author Share Posted October 18, 2019 1 minute ago, ExcaliburUmbra said: What does Condition Overload have to do with the critical tier of your melee attack? And we don’t even have the final numbers for Blood Rush or the combo multiplier, so red crits may still be possible or even easier then before. Seems like a knee-jerk reaction to me. Condition Overload is what made the ninkondi prime so great 1 Link to comment Share on other sites More sharing options...
TheGuyver Posted October 18, 2019 Share Posted October 18, 2019 1 minute ago, ExcaliburUmbra said: What does Condition Overload have to do with the critical tier of your melee attack? And we don’t even have the final numbers for Blood Rush or the combo multiplier, so red crits may still be possible or even easier then before. Seems like a knee-jerk reaction to me. Considering they're trying to use the CO changes to make an argument about red crits? It's 100% knee-jerk and they're completely reaching. 1 Link to comment Share on other sites More sharing options...
belanya Posted October 18, 2019 Share Posted October 18, 2019 That looks like a solid buff to condition overload 2 Link to comment Share on other sites More sharing options...
-skimmer- Posted October 18, 2019 Share Posted October 18, 2019 yeah, it looks like a buff to CO. Kinda makes it more brainless though. Now you cant pre-apply status effects with guns, because it will not even increase its damage. Link to comment Share on other sites More sharing options...
Bipp Posted October 18, 2019 Share Posted October 18, 2019 The real kicker for CO is whether DE 'accidentally' change how it's calculated. 1 Link to comment Share on other sites More sharing options...
ExcaliburUmbra Posted October 18, 2019 Share Posted October 18, 2019 1 minute ago, (NSW)Katsuro said: Condition Overload is what made the ninkondi prime so great Sure, still not seeing why that’s relevant to your thread title about “the end of red crits”. Maybe you should have titled it “the end of Ninkondi Prime” if that’s what you wanted to discuss. Plus, depending on the final numbers Condition Overload could still be just as strong for most content while requiring less status stacks. For most players who don’t run builds that stack 6+ statuses at once on enemies, they might even see performance improvements. Until we get the final numbers, I feel leaping to the conclusion that it’s all nerfs is short-sighted to say the least. 2 Link to comment Share on other sites More sharing options...
aswitz87 Posted October 18, 2019 Share Posted October 18, 2019 Do red crits without either of those mods. Yay clickbait titles. 2 Link to comment Share on other sites More sharing options...
(PSN)CrazyBeaTzu Posted October 18, 2019 Share Posted October 18, 2019 16 minutes ago, (NSW)Katsuro said: Condition Overload is what made the ninkondi prime so great If you needed a single mod to make you or your weapon great....you and your weapon aren't great. 8 Link to comment Share on other sites More sharing options...
CodeUltimate Posted October 18, 2019 Share Posted October 18, 2019 13 minutes ago, Bipp said: The real kicker for CO is whether DE 'accidentally' change how it's calculated. I'm calling it now they will say it has always been bugged and now they ''fixed'' it. xd Link to comment Share on other sites More sharing options...
Snydrex Posted October 18, 2019 Share Posted October 18, 2019 21 minutes ago, ExcaliburUmbra said: What does Condition Overload have to do with the critical tier of your melee attack? The answer is simple. Condition overload has EVERYTHING to do with red critical hits. Let me explain below: It has absolutely nothing to do with red critical hits at all. These balance changes should be interesting to see. 2 Link to comment Share on other sites More sharing options...
(XBOX)Phantom Clip Posted October 18, 2019 Share Posted October 18, 2019 22 minutes ago, (NSW)Katsuro said: Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising (X)% per Combo Counter tier (something much easier to achieve in Phase 2). We will provide the final % pending more testing. Condition Overload - Now stacks at a maximum of 3 Status Effects, however damage is being increased from 60% to a higher percent to balance the change. Final % to come. Welp time to throw away my Ninkondi Prime and back to nikanas or sword & shield But Condition Overload doesn't effect critical chance... plus many players spin to win with maiming strike. At worst , replace CO with maiming and you still have red crits. Or use deconstructor with gladiator mods on it. Or get a crit chance riven. Or use a kavat with cat's eye. Link to comment Share on other sites More sharing options...
CodeUltimate Posted October 18, 2019 Share Posted October 18, 2019 Just now, (XB1)Phantom Clip said: But Condition Overload doesn't effect critical chance... plus many players spin to win with maiming strike. At worst , replace CO with maiming and you still have red crits. Or use deconstructor with gladiator mods on it. Or get a crit chance riven. Or use a kavat with cat's eye. nerfing CO will kill status weapons not only melee but primary/secondary weapons too lol. Link to comment Share on other sites More sharing options...
(XBOX)Phantom Clip Posted October 18, 2019 Share Posted October 18, 2019 1 minute ago, CodeUltimate said: nerfing CO will kill status weapons not only melee but primary/secondary weapons too lol. CO does not effect primary or secondary weapons. It's the other way around. It's not a nerf until you see the final numbers. No one is stacking 15 different status effects on every enemy just to get a kill from CO. You might get 5-6 status procs (16x damage) before you or the enemy are dead. If it takes 6 melee swings or If you need more than 6 status to kill an enemy, you need a better build. 3 Link to comment Share on other sites More sharing options...
CodeUltimate Posted October 18, 2019 Share Posted October 18, 2019 4 minutes ago, (XB1)Phantom Clip said: CO does not effect primary or secondary weapons. It's the other way around. It's not a nerf until you see the final numbers. No one is stacking 15 different status effects on every enemy just to get a kill from CO. You might get 5-6 status procs (16x damage) before you or the enemy are dead. If it takes 6 melee swings or If you need more than 6 status to kill an enemy, you need a better build. I'm talking about weapons like the cyanex and the zakti lol Link to comment Share on other sites More sharing options...
SilvaDreams Posted October 18, 2019 Share Posted October 18, 2019 42 minutes ago, (NSW)Katsuro said: Condition Overload is what made the ninkondi prime so great Funny because it was good before CO even existed. It just gave it new life. Link to comment Share on other sites More sharing options...
Autongnosis Posted October 18, 2019 Share Posted October 18, 2019 il y a 1 minute, SilvaDreams a dit : Funny because it was good before CO even existed. It just gave it new life. Ninkondi prime was released long after CO actually but i appreciate the intent. The proposed changes make no actual sense to give feedback to because a) we got no numbers, not even tentative ones, and b) de has a very big nomenclatura problem so some of the changes might mean literally anything. Link to comment Share on other sites More sharing options...
(PSN)sweatshawp Posted October 18, 2019 Share Posted October 18, 2019 Not to keen on this but I’ll test it when it comes out Link to comment Share on other sites More sharing options...
(XBOX)Phantom Clip Posted October 18, 2019 Share Posted October 18, 2019 32 minutes ago, CodeUltimate said: nerfing CO will kill status weapons not only melee but primary/secondary weapons too lol. 22 minutes ago, (XB1)Phantom Clip said: CO does not effect primary or secondary weapons. It's the other way around. 18 minutes ago, CodeUltimate said: I'm talking about weapons like the cyanex and the zakti lol I have no idea of how you think CO works. Condition Overload only increases melee damage based on the number of status procs on enemy. It has zero effect on any other weapon type. Nerfing CO has zero effect on Cyanex or Zakti. Lol Link to comment Share on other sites More sharing options...
Oreades Posted October 18, 2019 Share Posted October 18, 2019 1 hour ago, Diavoros said: Imagine overreacting before having the final numbers on stats. Imagine not reacting at all and not bringing up something that the devs might not have considered so they can address it before it becomes an issue... 1 Link to comment Share on other sites More sharing options...
Aldain Posted October 18, 2019 Share Posted October 18, 2019 Gonna say it now, I kind of expect condition overload to wind up weaker overall but easier to reach max damage with due to capping at 3 status. So basically raising the floor of the damage but reducing the ceiling. Link to comment Share on other sites More sharing options...
(PSN)Silverback73 Posted October 18, 2019 Share Posted October 18, 2019 (edited) 1 hour ago, Aldain said: Gonna say it now, I kind of expect condition overload to wind up weaker overall but easier to reach max damage with due to capping at 3 status. So basically raising the floor of the damage but reducing the ceiling. I’ll go a step further: I think this is a change designed to directly affect how easy it would have been to kill high level Sentients during the New War. 3 types of damage vs more than 3. Edited October 18, 2019 by (PS4)Silverback73 Link to comment Share on other sites More sharing options...
evilChair Posted October 18, 2019 Share Posted October 18, 2019 the topic is a bit pointless since there are other factors than pure CC, and anyways i'd rather have a guaranteed ~400K regular yellowcrit than a 50K redcrit. Link to comment Share on other sites More sharing options...
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