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[PC] Mainline Post Launch Status: March 11 Update!

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1 hour ago, kpa732 said:

The mastery grind is slow and arduous. It’s best to farm plat slowly through vault runs/Prelate boss/etc. until you get afford a 30 day booster.

I know, I'm MR28. For me I would want to re-craft weapons.

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21 minutes ago, Aryustailm said:

Conservative is an... extremely mild way of putting it.

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Yeah. 50% is conservative. 90% is reactionary. 

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Good job so far.

2 hours ago, [DE]Rebecca said:

Too easy vs. Too hard?
If you find yourself having conversations about difficulty, please link them here or let us know your reactions to this topic

With Viral and magnetic being powerful second order damage amps, while linear and capped, I think a blanket pass needs to be done on the weapons with particular weight attributed to status rate.  I feel slow firing weapons will have a lot of trouble competing with high multi-shot/status/firerate weapons equipped with viral if they don't have some other crutch, like sniper combo multiplier.  They already have issues with force projection, this just makes it worse when encountering hard targets.  Viral could be toned down or slow weapons could be buffed.

A lot of people have noticed the game got generally easier, but I don't think its that simple.  Players using "coping" mechanics such as CP stacking have always been able to deal effective damage.  At the level 300 range, tools still exist to dispatch these enemies, they are just different and not as absolute, offering those players a steady challenge, at least on paper.  I won't speak for those players but I will speak for RJ marines.  RJ infantry remain so durable that it is jarring when weapons that work fine in the rest of the game are completely ineffective in RJ.  My problem is the difference is too great, not that there is a difference.  I vote RJ enemies be only 50-75% tougher then their regular versions at most and that enemy health elsewhere in the game gets selective increases.  Meet in the middle as it were: its simply not worth killing them atm. 

I realize these comments perpetuate numbers creep but everything unsettled right now and DE could bring numbers down to cause the same relative effects.  I need to play with it more but this is what I think is needed to get stuff relatively in range of each other again. 

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1 hour ago, Zelmen said:

I know, I'm MR28. For me I would want to re-craft weapons.

Ah okay. My apologies.

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Posted (edited)

Can you just not remove any damage to amps and not giving them any stagger. This really breaks the flow of an eidolon hunt

AoE weapons need to be ... well.... AoE weapon. The hotfix today helped quite a lot, but I dont see why Corinth is still at 90%. The alt Fire was already meh at higher level and you technically killed it. 

Status.. You already said IMpact and gas.. As much as I dislike Impact in general, I would prefer for gas to return to its pre "revised" status. 

Shotguns and status.. This is really not fine. Every status shotgun now get outclassed by crit shotguns and rifles. 

Rest of the patch and hotfix since then have been good. Keep the good work

(arcanes needing 21 is still too high but that is another story)

Edited by MunsuLight
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6 hours ago, Omega-Shadowblade said:

Having done my tests with the new mechanics for a variety of weapons against the exo enemies, I must state you are exaggerating that only melee can reliably kill them. And that's having them at higher levels than they usually spawn at.

I forgot to mention, the enemies I generally deal with are at said higher levels - Veil (Exo) Grineer to be specific are always at levels 70 or higher, which is why I said it as such. In what cases would enemies typically associated with the Veil sector spawn which would warrant them being any lower than level 65 - at a push?

Unless you're specifying Grineer around Earth in Empyrean, but they're the Kosma types.

6 hours ago, TheFoxing said:

agree. chroma needs something done so he's usable on lower end content, and not hyper squishy without max rank arcanes.

shotguns i think are very bugged... some of them have been at 300% status per pellet. i'm sure there's something to be addressed there.

unbelievably agree with increasing mastery rank requirements for weapons. there's in my opinion no reason to go above 16 due to rivens being the max of 16, and you can get lower mastery rank rivens. i honestly think kuva weapons should have a 18-20 requirement while overall rebalancing weapons from 1 to 18. i got to MR16 in about 2 months of playing and have no reason to continue getting mastery as the tests aren't hard, and genuinely makes zero difference if i'm 16 or 26.

I run my Chroma with Umbral mods. The sort of amendments he needs are covered in a post I made on Twitter as Koldraxon. I'll say that he needs his third merged to his second, his first made Exalted, and a new third that allows him to stun/drain/heal, or amplify his 1's damage/range and glide around like a dragon.

The rest of my reply to TheFoxing is in this Spoiler.

Spoiler

 

Before I continue with my reply to your post, I will also include my not-so-radical vision for Chroma which would fall into a full Revisit:

Spoiler

ESJKk9qX0AAlkaf?format=png&name=medium
...I hope that DE do something with this in a manner that expands Chroma's capabilities to be more rounded and adaptable to situations rather than locking him into yet another singular role.

DE could add Condition Overload as a passive effect on weapons with fire-rates below a certain number as one way to work around the massive loss of potential damage output, but then that leads into my third point. 

Mastery after 16 is mainly so you can mod things better earlier, trade more, get more reputation for factions/Syndicates daily, and I agree that some weapons should have a higher requirement, but that again leads into my third point: Weapons like Tigris Prime (which is still missing the 3rd shot it had in the Nekros P trailer), Rubico Prime, Shedu, Phantasma, Drakgoon (when being fired without narrowing the shot) and others that, according to their Mastery Rank (Ballistica Prime?), -should- be effective, but aren't, need their stats buffed.

My initial response to said thing about wanting MR requirements on things to be raised was 'wait, what?' because I was focused on wanting weapons to actually feel capable of being powerful and be able to -be- powerful, with whatever mod setup you want

In some relation, some Warframe powers could do with being able to be modded directly (Soul Punch, Shock, Frost's ice blast, etc...) or a means to better scale as to be worth using in dire situations - to give Warframes a reason to have those powers besides laughing at their enemies for 5 seconds and then having to use something -else- to kill them.

Another thing about weapons: Paracesis is fine because it gives benefits when you feed it Forma (damage VS Sentients, damage reset). Kuva weapons are not, and should at least give bonus damage VS Grineer and VS Liches to warrant other reasons to keep them besides mementos, collector's habits, etc...

 

 

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15 hours ago, [DE]Rebecca said:


- Too easy vs. Too hard?
If you find yourself having conversations about difficulty, please link them here or let us know your reactions to this topic - we have seen it discussed! 


Feedback Thread Reminder Links:

  Reveal hidden contents

Bug Report Megathread:

https://forums.warframe.com/topic/1171888-warframe-revised-bug-report-megathread-read-the-first-post/


General Megathreads: 
Shield Gating: https://forums.warframe.com/topic/1171898-warframe-revised-shield-gating-megathread/
Armor, Health & Shield Changes: https://forums.warframe.com/topic/1171894-warframe-revised-armor-health-shield-changes-megathread/
Arcane Changes: https://forums.warframe.com/topic/1171899-warframe-revised-arcane-changes-megathread/
100x Restore Blueprint: https://forums.warframe.com/topic/1171907-warframe-revised-100x-restore-blueprint-megathread/
Railjack Onboarding Changes: https://forums.warframe.com/topic/1171890-warframe-revised-railjack-onboarding-changes-megathread/
Infested Damage: https://forums.warframe.com/topic/1171896-warframe-revised-infested-damage-megathread/
AI Aimbot Change: https://forums.warframe.com/topic/1171897-warframe-revised-ai-aimbot-change-megathread/


Warframe and Weapon Megathreads:   
Removing Self-Damage / Stagger: https://forums.warframe.com/topic/1171900-warframe-revised-removing-self-damage-stagger-megathread/  
Titania Changes & Vauban Tweak: https://forums.warframe.com/topic/1171903-warframe-revised-titania-changes-vauban-tweak-megathread/  
Sentinel Mod Sharing: https://forums.warframe.com/topic/1171909-warframe-revised-sentinel-mod-sharing-megathread/
>100% Status Chance / Shotgun: https://forums.warframe.com/topic/1171911-warframe-revised-100-status-chance-shotgun-megathread/
Status Chance Mod Buff: https://forums.warframe.com/topic/1171912-warframe-revised-status-chance-mod-buff-megathread/


Art / UI Megathreads:
UI Quality of Life Changes: https://forums.warframe.com/topic/1171906-warframe-revised-ui-quality-of-life-changes-megathread/
Grenade Marker Changes: https://forums.warframe.com/topic/1171913-warframe-revised-grenade-marker-megathread/
HDR Visual: https://forums.warframe.com/topic/1171918-warframe-revised-hdr-visual-megathread/
Deferred Rendering: https://forums.warframe.com/topic/1171919-warframe-revised-deferred-rendering-megathread/


Mission Megathreads: 
 Kuva Lich Murmur Change & Fix: https://forums.warframe.com/topic/1171916-warframe-revised-kuva-lich-murmur-change-fix-megathread/
 Mission Reward Cleanup: https://forums.warframe.com/topic/1171905-warframe-revised-mission-reward-cleanup-megathread/
Excavation Scaling Changes: https://forums.warframe.com/topic/1171901-warframe-revised-excavation-scaling-megathread/

I think yes we need some sort of harder, tougher content to test our warframes and weapons that we endlessly forma to make them un-killable and powerful. Endurance runs are not a form of tough content. In fact I enjoy hunting liches now just because the enemies scale a little higher than the usual starchart, makes for more engaging combat. I think we need some form of missions or content that have enemies that start off at lvl 100+ and scale upwards to make our forma worthwhile.   
 

 

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Posted (edited)
Il y a 23 heures, [DE]Rebecca a dit :

Gas are under the closest review right now

Add in the calculation the Fire and Toxin mods, increase the AOE to 5 meter, and it should be fine.

Edited by GKP_light

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Posted (edited)

Argh, I wish I could help test and give helpful feedback where I can, but I’m on Switch. Alas. So impatient to see the changes!

Gas sounds pretty interesting. I wonder how it’ll work when I pop my dog’s Mecha set target.

Thanks for the work, DE!

Also, I noticed interest in topics pertaining to difficulty. I’d love to post mine! It’s a simple “One way I like to find my challenge in Warframe”.

I get that Warframe is sort of all over the place with difficulty options, which I find fascinating. Sort of like a toolbox of entertainment with a lot of different tools  for people to pick and choose from. This topic is just one tool that I’ve selected to find my fun (there are others, for sure).

Edited by (NSW)Greybones
Added topic about difficulty

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16 hours ago, Koldraxon-732 said:

I forgot to mention, the enemies I generally deal with are at said higher levels - Veil (Exo) Grineer to be specific are always at levels 70 or higher, which is why I said it as such. In what cases would enemies typically associated with the Veil sector spawn which would warrant them being any lower than level 65 - at a push?

Unless you're specifying Grineer around Earth in Empyrean, but they're the Kosma types.

I run my Chroma with Umbral mods. The sort of amendments he needs are covered in a post I made on Twitter as Koldraxon. I'll say that he needs his third merged to his second, his first made Exalted, and a new third that allows him to stun/drain/heal, or amplify his 1's damage/range and glide around like a dragon.

The rest of my reply to TheFoxing is in this Spoiler.

  Reveal hidden contents

 

Before I continue with my reply to your post, I will also include my not-so-radical vision for Chroma which would fall into a full Revisit:

  Reveal hidden contents

ESJKk9qX0AAlkaf?format=png&name=medium
...I hope that DE do something with this in a manner that expands Chroma's capabilities to be more rounded and adaptable to situations rather than locking him into yet another singular role.

DE could add Condition Overload as a passive effect on weapons with fire-rates below a certain number as one way to work around the massive loss of potential damage output, but then that leads into my third point. 

Mastery after 16 is mainly so you can mod things better earlier, trade more, get more reputation for factions/Syndicates daily, and I agree that some weapons should have a higher requirement, but that again leads into my third point: Weapons like Tigris Prime (which is still missing the 3rd shot it had in the Nekros P trailer), Rubico Prime, Shedu, Phantasma, Drakgoon (when being fired without narrowing the shot) and others that, according to their Mastery Rank (Ballistica Prime?), -should- be effective, but aren't, need their stats buffed.

My initial response to said thing about wanting MR requirements on things to be raised was 'wait, what?' because I was focused on wanting weapons to actually feel capable of being powerful and be able to -be- powerful, with whatever mod setup you want

In some relation, some Warframe powers could do with being able to be modded directly (Soul Punch, Shock, Frost's ice blast, etc...) or a means to better scale as to be worth using in dire situations - to give Warframes a reason to have those powers besides laughing at their enemies for 5 seconds and then having to use something -else- to kill them.

Another thing about weapons: Paracesis is fine because it gives benefits when you feed it Forma (damage VS Sentients, damage reset). Kuva weapons are not, and should at least give bonus damage VS Grineer and VS Liches to warrant other reasons to keep them besides mementos, collector's habits, etc...

 

 

I was personally referring to the rail jack void (exo) units and testing weapons against them at levels above 100 so I was referring to that when saying higher than usual spawn levels.

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This answer resume very well my truble with the reduction of the HP scaling : 

Why continue to farm to be stronger, when an Ignis can kill everything even at level 250+ ? 

Try to have better item/mod, try to make a stronger build, all this feel now useless.

Why try to play an Excalibur with 300 power (with sacrificing efficiency), when he already one-shot everything with 170 power ?

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Difficulty:

Did some rank 4 Lich missions after the patch.
I didn't notice the enemies being any easier to kill. Though according to the graph I saw, the new scaling doesn't kick in until after level 80. So that is probably why.
Besides level 5 liches, is there any 'normal' content that is actually is changed by the new scaling?

At least with my mod pool, level 4 Lichs are where I feel like I need to start cheesing the game and where a lot of the arsenal becomes unusable. But level 3 Liches are fine.
Since being able to switch up my loadout regularly combats burnout, not being able to use the majority of the arsenal makes Lich grinding more painful past level 3.

The railjack troopers are still wayy to tanky when you board their ships. It's fine to have tanky enemies when they board you. But when you are on grinerr crew ships and stations they should be more like normal enemies. Otherwise it's best to just ignore them entirely since you want to complete your boarding action as quickly as possible and leave.

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Every damaging warframe ability needs to scale like Vauban's flachete grenades, orbital strike, and all of Grendel's kit. If not, they quickly become useless because enemy scaling due to levels.

Warframes need some innate energy regen to help improve early game ability usage availability and reduce the necessity of Zenurik focus. The Energy Siphon mod could probably use a review also.

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Posted (edited)

Warframe passives need a re-evaluation as they range from "really good and staple to the warframe's kit" to "mediocre and acceptable" all the way down to "might as well forget it exists." Warframes' passives are as much a part of their identity as their active abilities and quite a few older warframes suffer from passives that are better off ignored.

Warframe ability charge timers should be shortened. Most ability charge timers don't mesh well with Warframe's combat pacing, Nezha's being the only exception.

Edited by Levanthan
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On 2020-03-06 at 12:07 PM, [DE]Rebecca said:

March 11 Update:

Hello Tenno!

As of today we are working away on our next Hotfix + Update to iterate on changes and feedback. We will let you know when to expect the next deployment.
We will have a detailed write-up for everyone later this week on what's coming - which will be covered in a Devstream (yes, with stats and more)!
Stay tuned for the Devstream post + more! It should be live today announcing details.

Cheers,

DE

 

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Thanks Rebecca 🙂

Do you have anything to share regarding Deferred Rendering stuff? I know reflections/materials are a bit over the place for most assets, so I wanted to know how you got that going 😬

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26 minutes ago, [DE]Rebecca said:

 

Excited for the upcoming changes! I'll have a lookout for the devstream post.

But as a player, I have to ask: Titania Prime when? 🙃

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Everytime i get knocked down or pulled by a enemie I wait to stand up then i remember i have to move to do that now. It is slightly annoying.

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5 minutes ago, Aadi880 said:

But as a player, I have to ask: Titania Prime when? 🙃

SoonTM, I think her date should be around March 31st going by the 3 month rule.

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7 minutes ago, b4timert said:

Everytime i get knocked down or pulled by a enemie I wait to stand up then i remember i have to move to do that now. It is slightly annoying.

this should be considerred a bug... i hope

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Posted (edited)
4 minutes ago, NightmareT12 said:

SoonTM, I think her date should be around March 31st going by the 3 month rule.

3 months exactly would be next week

Edited by slotschii

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