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


[DE]Rebecca
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Just now, Cephalon_Baphoma said:

Sounds like they should buff explosive weapons instead of babying the playerbase. AoE weapons SHOULD be risk/reward, granted I dont think they should be one shot kills, but taking a small amount of health (Like we currently have with Cautious Shot) for firing whats essencially a rocket laucher point blank seems fair.

 

rocketjumping rocketjumping rocketjumping

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1 minute ago, ZephyrZone said:

As someone who used to use the ogris and dropped it because of self damage issues, no.

Blowing yourself up because a teammate, dog, cat, or butcher comes in from off screen and catches your projectile was never fun, it was infuriating.

If you don't like using explosive weapons, great.  There's no need to ruin them for everyone else because some people have trouble using them skillfully.  Not every system in this game needs to be reduced to the lowest common denominator.

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3 minutes ago, eboomer said:

If it is 72 hours I will basically never use this.  I use close to 100 pads per Eidolon hunt sometimes.  For me to suck it up and farm Railjack missions, crafting time would have to be 10 minutes or less (to make the pads per minute equivalent to the 10x recipe).

72h clan research time.

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1 minute ago, _Mr.Robot said:

Added duration and Cooldown added (cannot re-trigger while active).

i have a really bad feeling about this. everytime you have added cooldown to something that didnt have it previously, you made that item worthless.
see telos boltace slide attack cooldown. (i get why it was needed, but just an example).

i dont know how high you plan to make the cooldown on arcanes, but the past has showed us you really like to spice up that number so im calling it already: rip energize.

People keep demanding difficulty. Cutting the energy economy hard is one way to go about it, I suppose. 

Edited by Ham_Grenabe
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32 minutes ago, The364thOnion said:

With regards to arcanes increasing ranks on the dmg type resistances to allow for 100% is a fantastic idea. However when it comes to the grind unless the drop tables for eidolons become multiple arcanes at once this will be a huge increase in grind for new players and regardless of that will force existing vets to grind out the same arcanes they already own multiple sets of. The cooldown sounds like an excuse to nerf the more popular arcanes rather than establish a more diverse meta, as certain utility will always be more useful than other effects.

These changes seem to go directly against the statement that you want to maintain the power fantasy and follow the trend of the past 3 years of nerfing the meta rather than creating content to allow other builds to shine.

Completely agreed. A current Arcane Guardian at rank 3 is just as good at rank 5 now, but it requires you to farm 11 more Arcane Guardians to be able to get to rank 5...

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1 minute ago, (XB1)GearsMatrix301 said:

Nerfing the good arcanes doesn’t make the worse arcanes more appealing to use.

True, but if there's no reason to double stack, you have somewhat more interesting choices about what to put in the second arcane slot.  I think they also felt like some of the arcanes were too strong.

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Please do not touch Arcanes. Getting those buffs from two of them is a big grind in some cases, and some of them dont make sense when there are others that provide better buffs for the same condition. Especially sad to see Arcane Tanker lose usefulness as it allowed Rhino to stand his ground with warframes like Revenant and Inaros that dont need arcanes to do what 2 Tanker did in the first place. Most "on damage" arcanes dont work on Rhino either since they don't trigger with Iron Skin.

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 I´ve never posted here and I generally always tried to approach changes with an open mind. While 95 % of the presented stuff is cool, the treatment of arcanes is honestly sickening.

We´ve spent hundreds of hours farming for them since it is all so RNG based. It IS a pain to get 10 copies of Grace or Energize and it took hours and hours of frustration because of bad luck, host migrations, people that are taking ages to even put their shard in, trolls that just go afk etc. Do you seriously consider it to be okay to basically go "Hey, we´ve nerfed the stuff you grinded for for ages, but guess what - we´ve increased the ranks, so you have to grind for it again in order to get a lesser version of what you were using before! Oh and btw, Chroma can´t get his buff up on his own anymore so it´s probably gonna take you longer than before. Have fun!"

I´m not happy about the Shotgun changes either, but I kinda get that. The arcane stuff, again, sickens me to the bone. When will you finally learn that spreading out the usage by nerfing the popular stuff instead of buffing/reworking the unpopular stuff is not the right way... Especially if it forces you to grind something you thought you were done with. And before anyone starts to counter by saying the max rank is actually more powerful than rank 3 was - no, it´s not. The 3 most popular arcanes all got nerfed and you will have to grind for them more to even get them to their new, lesser, max potential.

Mixed feelings about this. Lots of good stuff completely overshadowed by one or two things 😕 I hugely appreciate you guys as devs, but this is a wrong step that honestly feels like a spit right in the face.

Edited by Sarmok
typo
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1 minute ago, ZephyrZone said:

As someone who used to use the ogris and dropped it because of self damage issues, no.

Blowing yourself up because a teammate, dog, cat, or butcher comes in from off screen and catches your projectile was never fun, it was infuriating.

As someone who used the Kuva Ogris for literally everything including Arbitrations and racked up almost 20,000 kills with it in a couple months, it wasn't a problem if you paid attention. Using a weapon that made you pay attention was fun. There's nothing exciting about a tactical nuke that makes you take a bitty stumble like a cheap fisher price toy if you fire it at your own feet.

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Just now, ccjuju said:

If you don't like using explosive weapons, great.  There's no need to ruin them for everyone else because some people have trouble using them skillfully.  Not every system in this game needs to be reduced to the lowest common denominator.

Using them skillfully? you mean using them like every other point and click murderiser in game? Explosive weapons with an AoE have always been mediocre, barring a few, of course. Self damage was a completely un-needed mechanic and should have been looked at a long time ago.

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I like a good anount of the changes exept for the railjack ones most people arnt playing railjack not becouse of the we cant build a railjack

its majorly becouse of the (RNG) of railjack is rediculously horrible (mostly all your geting is relics or new endo rarely you will get a wrekage but its usualy a very crapy vershion or one you realy dont need)  and  then theres the extream lack of content all there is right now is kill 30, 60,or 90 enemys and then kill 3, 4 or 6 crewships then compleat 1 to 2 side objectives and thats all there are no othet mission types 

After a while you just get burnt out going throue 33, 64, or 96 enemys and 2 side objectives  just to get horible drops and half to do it over and over thats why many players stoped playing 

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Just now, Cephalon_Baphoma said:

Sounds like they should buff explosive weapons instead of babying the playerbase. AoE weapons SHOULD be risk/reward, granted I dont think they should be one shot kills, but taking a small amount of health (Like we currently have with Cautious Shot) for firing whats essencially a rocket laucher point blank seems fair.

 

I mean, yeah, I'm unsure if I'm entirely okay with removing self-damage entirely (as I personally would have made it like a: you take 20% damage to your maximum health along with the other changes). However I'd rather have this proposed rework to the system, than the current system. 

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2 minutes ago, ccjuju said:

If you don't like using explosive weapons, great.  There's no need to ruin them for everyone else because some people have trouble using them skillfully.  Not every system in this game needs to be reduced to the lowest common denominator.

Thank You! God I hope DE sees sense, reduce the self damage but dont get rid of it!

 

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4 hours ago, [DE]Rebecca said:

Shield Gating: Friend and Foe
Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up. 

Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots  completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well). 


Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies! 

This will not make shield focused builds a thing, in fact this will probably make them worse. If 1 shield can tank 1000 damage as well as 1000 shield then why bother to even use 1000 shield. The only thing that shields need is to have more noteworthy regeneration because that is the point of shields, regeneration over capacity.

4 hours ago, [DE]Rebecca said:

Arcane Changes
After years of Arcanes as a system - with several additions to the offerings and replacement locations, we are doing several things:
 

- Increasing the maximum Rank of Warframe and Operator Arcanes to 5, up from 3. Arcane Revives are a bonus that begins on Rank 3. 
- Adjusting the power of Arcanes at Rank 5 to generally behave as if you had 1.5 equipped, list as follows:

  Reveal hidden contents

Arcane Acceleration:
On Rank 5: On Critical Hit:
30% chance for 90% Fire Rate to Primary Weapons for 9s. 

Arcane Aegis: 
On Rank 5: On Shield Damaged:

3% chance for +30% Shield Recharge for 12s.

Arcane Agility:
On Rank 5: on Damaged:

60% chance for +60% Shield Recharge for 18s.

Arcane Arachne: 
On Rank 5: On Wall Latch:

150% Damage for 30s.
Cooldown added (cannot re-trigger while active).

Arcane Avenger:
On Rank 5: On Damaged:

21% chance for 45% Critical Chance for 12s

Arcane Awakening:
On Rank 5: On Reload:

60% chance for 150% Damage to Pistols for 24s

Arcane Barrier:
On Rank 5: On Shield Damaged:

6% chance to instantly restore all Shields.

Arcane Blade Charger:
On Rank 5: On Primary Weapon Kill
30% chance for 300% Melee Damage to Pistols for 12s

Arcane Bodyguard: 
On Rank 5: On 6 Melee Kills within 30s

Heal Companion for a greater amount. 

Arcane Consequence:
On Rank 5: On Headshot:
100% Chance for 60% Parkour Velocity for 18s. 


Arcane Defense:
On Rank 5: 
102% chance to resist a Puncture Damage effect

Arcane Deflection:
On Rank 5: 
102% chance to resist a Slash Damage effect


Arcane Detoxifier:
On Rank 5: 
102% chance to resist a Toxin Damage effect


Arcane Energize:
On Rank 5: On Energy Pickup
60% chance to replenish Energy to nearby Allies
Added duration and Cooldown added (cannot re-trigger while active).


Arcane Eruption:
On Rank 5: On Energy Pickup
100% chance to Knockdown nearby enemies. 


Arcane Fury:
On Rank 5: On Critical Hit:
60% chance for +180% Melee Damage to Melee Weapons for 18s

Arcane Grace
On Rank 5: On Health Damaged:
9% chance for +6% Health Regeneration/s for 9s
Cooldown added (cannot re-trigger while active).

Arcane Guardian
On Rank 5: On Damaged:
15% chance for +600 Armor for 30s

Arcane Healing
On Rank 5:
+102% chance to resist a Radiation Damage effect

Arcane Ice
On Rank 5:
+102% chance to resist a Heat Damage effect

Arcane Liquid
On Rank 5:
+102% chance to resist a Gas Damage effect

Arcane Momentum
On Rank 5: On Critical Hit:
60% chance for +150% Reload Speed to Sniper Rifles for 12s


Arcane Nullifier
On Rank 5:
+102% chance to resist a Magnetic Damage effect


Arcane Phantasm
On Rank 5: On Parry:
45% Chance for +60% Speed for 18s


Arcane Pistoleer
On Rank 5: On Pistol Headshot Kill:
60% Chance for 102% Ammo Efficiency for 12s
Cooldown added (cannot re-trigger while active).


Arcane Precision
On Rank 5: On Headshot:
10% Chance for 300% Ammo Efficiency for 18s
Cooldown added (cannot re-trigger while active).


Arcane Primary Charger
On Rank 5: On Melee Kill:
30% chance for +300% Primary Weapon Damage for 12s


Arcane Protection
On Rank 5:
+102% chance to resist a Corrosive Damage effect


Arcane Pulse - Increased stats and added cool down
On Rank 5: On Health Pickup:
30% chance to Heal nearby allies

Arcane Rage
On Rank 5: On Headshot:
15% chance for a +180% Damage to Primary Weapons for 24s

Arcane Resistance
On Rank 5:
+102% chance to resist a Toxin Damage effect

Arcane Shield
On Rank 5:
+102% chance to resist an Impact Damage effect

Arcane Strike
On Rank 5: On Hit:
15% chance for +60% Attack Speed to Melee Weapons for 18s

Arcane Survival
On Rank 5: On Predeath:
60% chance for -150% Bleedout Rate for 60s

Arcane Tanker- 
On Rank 5: On Archgun Equipped:
+1800 Armor for 24s
Cooldown added (cannot re-trigger while active).

Arcane Temperance
On Rank 5:
-90% Damage Taken During Revive

Arcane Tempo
On Rank 5: On Critical Hit:
15% chance for +90% Fire Rate to Shotguns for 12s

Arcane Trickery
On Rank 5: On Finisher:
15% chance to become invisible for 30s

Arcane Ultimatum -
On Rank 5: On Finisher:
100% chance for +900% Armor for 30s

Arcane Velocity
On Rank 5: On Critical Hit:
90% chance for +120% Fire Rate to Pistols for 9s

Arcane Victory
On Rank 5: On Headshot Kill:
75% chance for 3% Health Regeneration/s for 9s

Arcane Warmth
On Rank 5:
+102% chance to resist a Cold Damage Effect.

 

- Removing the ability to Equip two of the same Arcane simultaneously. 
- Added the ability to Distill assembled Arcanes back into multiple unranked ones.
- Operator Magus Arcanes will be overviewed in the official Patch Notes, but will also receive 5 Ranks. 
- Adding Arcanes as rewards for Operation: Scarlet Spear

 

Why: The reasoning here is mainly toward the ability to equip two of the same Arcane. This reasoning is one of past inconsistency and time determining intent. There are a lot of builds that specialize the use of two Arcanes, but we want to encourage a variety instead of duplication. Arcanes are the only Upgrade system in the game that allow two of the exact same upgrade to be equipped - and we would rather players have variety than duplications. In the same way you can’t equip Amalgam Serration and regular Serration, you can’t equip multiple Rivens per weapon, or any duplication of Mods at all, Arcanes will follow. But we are making major changes to the Ranking (up from 3 to 5 with power changes). Instead of having 2 of the same Arcane with a double effect, you can now choose between 2 different Arcanes that behave (generally) at 1.5x efficacy than before. 

Emphasis the fact that Arcane Aegis and Barrier are now only on Shield damage instead of all damage.

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. 

This will probably make weapons that previously had self damage worse. Self damage is fine, self damage that one shots a player is not. Just decrease the multiplier on self damage instead.

4 hours ago, [DE]Rebecca said:

100x Restore Blueprints (Scaling Costs).
We are adding a new series of Restore Research and Blueprints that yield 100 of given Restore. Visit the Clan Dojo to research, and prepare your Railjack Resources accordingly! 
Upon research, you will be able to build in batches of x100 with costs scaled from the x10 Blueprints!!

Why: The frequency at which players use these in missions vs. the 1 minute wait times for building 10x meant we could level up the batches here. Railjack Resources are being used for Research to give another use for what you are picking up! 

Why not just give players the ability to build multiple of the same blueprints in parallel.

4 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. 

Crit has never been king, it's a weak damage multiplier but being the 6th/7th best damage multiplier somehow finds a way into 8 mod builds. Status has always been king because it's a way to deal with enemy scaling. There is a much bigger problem regarding enemy scaling and the fact that Warframe damage system simply isn't designed to scale.

4 hours ago, [DE]Rebecca said:

Status Chance Mod Buffs 
The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:

Rifle Aptitude increased from 15% Status Chance to 90% Status Chance

Melee Prowess increased from 15% Status Chance to 90% Status Chance

Sure Shot increased from 15% Status Chance to 90% Status Chance

Shotgun Savvy increased from 30% Status Chance to 90% Status Chance

Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status. 

I guarantee you that these mods will still not see any use, they probably will see even less use if status with weapons that have innate multishot is fixed. It's the same thing as stacking Crit Chance and why Argon Scope is not a good mod. Linear scaling means diminishing returns and considering the power from the dual stat mods, those mods will take priority and these mods will be too weak to add on top.

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Just now, eboomer said:

True, but if there's no reason to double stack, you have somewhat more interesting choices about what to put in the second arcane slot.  I think they also felt like some of the arcanes were too strong.

I don’t double stack. Hell, I can’t double stack because I don’t have enough of the same arcane to do that. I don’t know why the loss of double stacking justifies the nerfing of some of these arcanes.

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18 minutes ago, Suiseiseki- said:

Blah blah blah rj fixes (any1 actually still playing that gamemode after avionics prices drop/ r10 modulars?) also rip arcanes blah blah blah, no 3rd orb, no new war, totally nothing. No new content since ever. Great work DE. (2020 no dedicated servers =))))))))) )

The whole point of this stream was to fix longstanding design issues that continually got ignored in favor of making new content. The last major content update was February Fourth with the new Lich weapons. 14 days ago, AKA two weeks ago.

New content two weeks ago. Not "since ever."

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vor 4 Stunden schrieb [DE]Rebecca:

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

Arcane Changes

Regarding Arcane Energize: So making Zenurik even more mandatory? Sometimes I'm speechless about your barely thought-out ideas....

Personally I hope for you that you're going to rewrite all existing Rank 3 Arcanes automatically to Rank 5. Make them untradebable if you want. Just to show those who supported you the past decade at least one sign of love and respect of their life time.

Edited by ValinorAtani
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vor 6 Minuten schrieb Ham_Grenabe:

People keep demanding difficulty. Cutting the energy economy hard is one way to go about it, I suppose. 

people in organized groups will just use a trinity for infinite energy which basically has no impact on energy economy except for those who run solo. 

have fun doing SO or normal O or even sorties with frames whose dps relies on spaming their abilities without a trinity as a solo player

Edited by _Mr.Robot
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Honestly incredibly difficult to announce a list of changes of this size and not upset someone.  

 

Ultimately, the only way to see how it plays out is to play it. 

 

If i had to mention one thing that stands out to me as liable to cause community issues, it would be self damage removal killing chroma in eidolon meta. A few other options. But killing a long time favourite. 

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