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2020’s First Mainline: Review, Revise, Refresh.


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Putting cool downs to Arcanes be a huge mistake please don't punish the players.

Please give a huge lore and many more voice lines for Kuva liches so we can feel playing against real nemesis and give them lich layer misson like kuva assault

Edited by Orakan
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The shotgun nerf doesn't make any sense and makes shotguns work differently than every other weapon type. Weapons with multishot and 100% status get to proc status for every pellet and high fire rate weapons essentially work essentially the same was as shotguns do but they fire sequentially instead of in bursts.

The reliance on 100% status needed to be fixed but it should be fixed by making them like everything else instead of having their own much worse system.

 

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The vast majority of this is fantastic and exactly what I and may other people have wanted for years, thumbs up! Except this:

On 2020-02-28 at 5:21 PM, [DE]Rebecca said:

Greater than 100% Status having meaning. 

That's nice and all, but 100%+ status not doing anything is a not really an issue. The main problem with status is that it only works on trash mobs that die easily without it anyway. Tough enemies that you would want to use status against the most are arbitrarily immune to it (liches, Wolf, and various other mini/bosses). That is the main thing that needs to change.

On 2020-02-28 at 5:21 PM, [DE]Rebecca said:

Kuva Lich Changes & Fixes:

Again some good changes, but there are some severe issues with liches that need fixing and that you seem unaware of, namely:

Liches gain no anger and cannot spawn in missions they don't own. In other words, accompanying someone else to their lich mission that your own lich doesn't also own stalls your lich progress. Disincentivizing playing with friends like this in a co-op game seems... unwise.

Vanquishing or converting a lich sometimes causes the mission to glitch out and not spawn any more thralls or liches. Supposedly this happens if the host defeats their lich, but I haven't tested it extensively to be able to confirm, all I can say for sure is it happens sometimes.

These are relatively minor issues that I'm sure will be addressed in due time. Overall this was one of the best devstreams ever, I don't remember feeling this excited for upcoming changes in years. DE in damage control mode is best DE.

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

Greater than 100% Status having meaning. 
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update. 

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

In addition to being able to achieve two Status Effects on a single shot, we are also adding new meaning if you get a duplicate Status Effect on an enemy. For example, AOE knockdown would occur on a second Impact Status on an enemy already inflicted with one! Stay tuned for the full breakdown of each Status’ enhanced effect in the Patch Notes! 
 

It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat. 

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. 

In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!

Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. 

Don't forget beam status, it's been useless since last time status was considered too good, would be nice if beam weapons could be brought back out of the crypt.

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So I noticed there wasn't any mention on UI fixes this devstream. What ever happened to getting the vaulted status icon added to the game for a better at-a-glance view on what is vaulted or not? This is something I have been wanting ever since the UI updates for relics and the data is already there, but hidden behind the cumbersome mouseover+tab feature of relic tooltips when it could just be a simple status icon on relics similar to the mastery laurel for weapons.

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4 hours ago, [DE]Rebecca said:

Self Damage Changes:
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful. 
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. 

In addition to this change, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. 

As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
 

Why: Self Damage had a lot of drawbacks for weapons, resulting in flow-disrupting death.This Stagger replacement system favours agility with a less harsh consequence, while allowing some of the most powerful weapons in the game to remain that way due to their unique consequence. Weapons with self-damage will be converted to this new system and as a result, Self Damage is removed from Warframe. 

Just curious, but does this extend to Glaives too? The Orvius's gimmick in dual wielding makes this very apparent.

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Ok but what about hyldrin ? i mean,... her 3 is now half as useful since everyone will have shieldgating, and her passive itself is now gone, since everyone has shieldgating

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