AuroraSonicBoom Posted November 14, 2019 Share Posted November 14, 2019 4 minutes ago, [DE]Megan said: Back-to-back Duplicates - Your Kuva Lich will no longer have the same weapon twice in a row. While you may get a duplicated weapon down the road, your Kuva Lich will have a guaranteed different weapon than its immediate predecessor. This does barely anything. While trading might alleviate the MR RNG issue, not having any control over the weapon(yeah, sorry, a roll out of 12 instead of 13 doesn't make a difference) will deter me from having fun with the mode. Put yourself in the shoes of someone who wants to go for a weapon and has to spend 2 hours grinding out a "dud" they don't want, multiple times in a row. Does this sound like you'll have fun working towards something? Link to comment Share on other sites More sharing options...
LSG501 Posted November 14, 2019 Share Posted November 14, 2019 8 minutes ago, [DE]Megan said: Zenistar Combo Multiplier applied to disc recall explosion. That's it... seriously have you not been reading the complaints over the disc duration nerf... Link to comment Share on other sites More sharing options...
Loza03 Posted November 14, 2019 Share Posted November 14, 2019 8 minutes ago, [DE]Megan said: Mod Changes: The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier. True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. Ah, thank you. Whilst I don't necessarily think that they were ever useless, the buff is undoubtedly appreciated, especially for heavy attacks. This cements their role as the 'burst damage' option. Link to comment Share on other sites More sharing options...
ZAXNIGHTMARE Posted November 14, 2019 Share Posted November 14, 2019 oh glory of glories, thanks DE! Link to comment Share on other sites More sharing options...
.Yuki Posted November 14, 2019 Share Posted November 14, 2019 interesting Link to comment Share on other sites More sharing options...
SchizoPills Posted November 14, 2019 Share Posted November 14, 2019 less murmurs farm will be nice, killing 130 enemies for a complete clue set is a bit much considering only 15 or so spawn every level. Link to comment Share on other sites More sharing options...
Lored Posted November 14, 2019 Share Posted November 14, 2019 9 минут назад, [DE]Megan сказал: True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. And what about this mod? Link to comment Share on other sites More sharing options...
Autumnatopoeia Posted November 14, 2019 Share Posted November 14, 2019 How about a maiming strike change considering how it stacks additively with all other crit chance mods and that the steel mods are now 120% and 220%? Link to comment Share on other sites More sharing options...
Andele3025 Posted November 14, 2019 Share Posted November 14, 2019 Still no Tempo Royale revert to its proper original form instead of animation locked trash it was gutted and mashed into. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 14, 2019 Share Posted November 14, 2019 Wow. Well, in terms of feedback, can we get the garanteed finisher damage slash proc back on the Galatine prime? It was SO GOOD for killing mecha set targets! Mini Garuda/ Equinox. I never posted about it on the forums so it may not be a popular thing, BUT it makes the mecha set worth using! Link to comment Share on other sites More sharing options...
ADDpillz Posted November 14, 2019 Share Posted November 14, 2019 So now maiming strike is even more useless and my slide CC rivens have lost any remaining value they had left.... Now there is absolutely 0 reason to ever put maiming strike on any melee. Why only boost 150% cc to slide when you can add 220% cc to EVERY attack. Link to comment Share on other sites More sharing options...
Cefalon_Tyranq Posted November 14, 2019 Share Posted November 14, 2019 Thanks for the Fixes ❤️ Link to comment Share on other sites More sharing options...
Acersecomic Posted November 14, 2019 Share Posted November 14, 2019 Critical weapons were fine. It's the status weapons that seriously need a look at now. "‘Hold Melee’ will now perform heavy attack like it did before Phase 2. " I don't like this one at all, we'll just end up accidentally wasting our combo from time to time on what is still a completely worthless thing, a heavy attack. Is there a toggle for this function? Link to comment Share on other sites More sharing options...
Guest Posted November 14, 2019 Share Posted November 14, 2019 thank you thank you for fixing mirage part no wonder i cant create any new lich because of hall of mirrors so tytyty DE Link to comment Share on other sites More sharing options...
Ace-Bounty-Hunter Posted November 14, 2019 Share Posted November 14, 2019 Will this hotfix be available on consoles, or will the one currently submitted to CERT be missing these new features? Link to comment Share on other sites More sharing options...
BlachWolf Posted November 14, 2019 Share Posted November 14, 2019 9 minutes ago, [DE]Megan said: Mod Changes: The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier. True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. I think you forgot to update the datebase for riven mods. The CC value on them are basically worthless if you guys dont implement that change. Link to comment Share on other sites More sharing options...
naturalcandy Posted November 14, 2019 Share Posted November 14, 2019 Shimmering Blight is broken when attack speed is too fast. Link to comment Share on other sites More sharing options...
Nordjaevel Posted November 14, 2019 Share Posted November 14, 2019 Still can't see the majority of people in the Bazaar, nor can anything being sold be seen. Link to comment Share on other sites More sharing options...
Zelmen Posted November 14, 2019 Share Posted November 14, 2019 9 minutes ago, [DE]Megan said: Melee Phase 2: Technique Changes & Fixes Can Zenistar be visited. The base duration for those that like the CC aspect of what it was is now gone. Can maybe a stance mod determine higher dps or longer base duration? It was be nice to use a point hold helper in interception or defending a hallway in survival. Link to comment Share on other sites More sharing options...
ADDpillz Posted November 14, 2019 Share Posted November 14, 2019 15 minutes ago, BlachWolf said: I think you forgot to update the datebase for riven mods. The CC value on them are basically worthless if you guys dont implement that change. And please look at slide CC. At-least buff it to 300+ so it has a purpose. Link to comment Share on other sites More sharing options...
XaoGarrent Posted November 14, 2019 Share Posted November 14, 2019 10 minutes ago, [DE]Megan said: Mod Changes: The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier. True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. Off in the distance, just beyond a trail of fire, a flash of Skiajati sword steel can be seen, followed by a splash of crimson and the pained cries of dismembered Grineer. Link to comment Share on other sites More sharing options...
Autumnatopoeia Posted November 14, 2019 Share Posted November 14, 2019 Just now, Acersecomic said: Critical weapons were fine. It's the status weapons that seriously need a look at now. "‘Hold Melee’ will now perform heavy attack like it did before Phase 2. " I don't like this one at all, we'll just end up accidentally wasting our combo from time to time on what is still a completely worthless thing, a heavy attack. Is there a toggle for this function? Seriously. Link to comment Share on other sites More sharing options...
Thelamaking Posted November 14, 2019 Share Posted November 14, 2019 9 minutes ago, [DE]Megan said: True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. Thanks for the crazy buff to Khora's Whipclaw. Link to comment Share on other sites More sharing options...
Leon_Seiker Posted November 14, 2019 Share Posted November 14, 2019 Kuva. Lich. Slave trading. YEAH, OKAY THEN. Long as I get my headshot honcho gun. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 14, 2019 Share Posted November 14, 2019 1 minute ago, AuroraSonicBoom said: This does barely anything. While trading might alleviate the MR RNG issue, not having any control over the weapon(yeah, sorry, a roll out of 12 instead of 13 doesn't make a difference) will deter me from having fun with the mode. Put yourself in the shoes of someone who wants to go for a weapon and has to spend 2 hours grinding out a "dud" they don't want, multiple times in a row. Does this sound like you'll have fun working towards something? I think they should make the litch that spawns, spawn with a weapon based on the requiems you have equipped when you find its Larvling form. There are, what? 360+ combinations of requiem? PLENTY for the few litch weapons we currently have! This would be the first (with hopefully more to come) incentive to LEARN the requiem poem! Link to comment Share on other sites More sharing options...
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