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Warframe Revised: Hotfix 27.2.2


[DE]Rebecca

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Getting Titania's ability working is great, however the description for the ability is so confusing it as to what it does that it's just bait to go to the wiki page.

Someone looked at this and thought it would suffice?

 07KB07m.png

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28 minutes ago, [DE]Rebecca said:

Changes:

  • Increased the base Status Chance of Exalted Blade and Desert Wind to 15%, while also changing the Chromatic Blade and Reactive Storm Augments to stack in the same manner other Status Mods do. This was missed in the Status changes but is a necessary change now. The following reflects the new Maximums: 
    • Chromatic Blade 50% to 300% Status Chance
    • Reactive Storm 35% to 250% Status Chance

Um, so why did they go down?

My Baruuk was at ~225% sc before and now 125%.

My Excal was just over 100% sc and now is at 96.5%

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21 minutes ago, Oreades said:

OK buuut how? 

What interactions did you change, details are important. We need to know how the game mechanics work. 

The issue was the aviator mod DR being in the same category as the new shield DR and thus being addative rather than multiplicative, most likely scenario is that they just seperated them so they now stack multiplicatively like all other forms of damage resistance, so the new DR would be 76% x 25% = (1-[0.24*0.75]) = 82% damage resistance total.

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Quote
Spoiler

 

Test results: As expected...

Regular Ogris only has Blast Damage, and since mods like these
latest?cb=20171007145335happen to not be usable outside of Conclave, you can't even give it Impact.

The Kuva Ogris, funnily enough does have Impact...on ''impact'' only. 
What does this mean? It means you will only proc Impact, using the Kuva Ogris, if you hit an enemy directly. Caught in the eplosion radius? 'Tis but a scratch.

 

Explain to me your logic here DE, please. What made you think, that an RPG should not be capable of knocking it's target off-balance...
Unless said target is yourself of course, because that makes sense.

Solution: Revert the Blast status proc change pronto! Buff it even, as an apology to not only people like me who use it, but to the laws of physics as well!
Bonus solution: Do the above^ and give the accuracy debuff to Impact procs, i.e. Impact now staggers targets and makes them less accurate.

Quote

I am waiting.

Quote

Und die wait continues.

 

 

Gets popcorn

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38 minutes ago, [DE]Rebecca said:
  • Chromatic Blade 50% to 300% Status Chance
  • Reactive Storm 35% to 250% Status Chance

 

38 minutes ago, [DE]Rebecca said:

This was missed in the Status changes but is a necessary change now.

Was it tho??

 

Exalted don't get access to Weeping Wounds and cost energy to use. A lot of normal melee are way stronger than exalted weapons, so I don't see the problem.

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Good to know the stance of nerfing an entire weapon class into uselessness and slowly trickling usability in is going to be the plan going forward, but to accelerate the process, can we please get someone on the case who knows geometry?

There is no case where the useless wet fart AOE weapons after the patch will match a direct fire rifle in DPS, even for mowing down large groups, and the flamethrower weapons just straight up outclass them. Will we have to worry about those getting nerfed into the ground next?

The lowered falloff values are a good step, but it's one step forward after the straight jog backwards.

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Just now, TheSlothe said:

Getting Titania's ability working is great, however the description for the ability is so confusing it as to what it does that it's just bait to go to the wiki page.

Someone looked at this and thought it would suffice?

 07KB07m.png

Arsenal -> Titania -> Abilities -> Tips.

Next time, use your brain.

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8 minutes ago, Kajin_Style said:

I'll have to hop in and look once this cache is optimized but it all looks like an increase. What they break!! 😧

  

37 minutes ago, [DE]Rebecca said:

while also changing the Chromatic Blade and Reactive Storm Augments to stack in the same manner other Status Mods do.

aka, it is no longer a flat status increase (old version: base chance 10%, chromatic blade adds 50 = 10%->60%), but a percentage increase (new version: base chance 15%, chromatic blade multiplies that by 300% = 15%->45%). (example doesn't include strength mods since it's not relevant to the explanation)

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1 minute ago, Amontadillo said:

  

aka, it is no longer a flat status increase (old version: base chance 10%, chromatic blade adds 50 = 10%->60%), but a percentage increase (new version: base chance 15%, chromatic blade multiplies that by 300% = 15%->45%)

Oh god that is horrible! I had my status effect at 270%+!

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16 hours ago, [DE]Rebecca said:

Warframe Revised: Hotfix 27.2.2

AoE Weapon Radial Fall Off Changes:

  • Arsenal Stats now show Radial data and fall off when viewing a Weapon! 

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

Primary:

  • Mutalist Quanta: 50%
  • Kuva Chakkurr: 30%
  • Opticor: 60%
  • Opticor Vandal: 60%
  • Battacor: 40%
  • Acceltra: 50%
  • Ogris: 80%
  • Kuva Ogris: 80%
  • Penta: 50%
  • Secura Penta: 60%
  • Simulor: 60%
  • Synoid Simulor: 60%
  • Tonkor: 70%
  • Kuva Tonkor: 70%
  • Zarr: 50%
  • Ferrox: 40%
  • Javlok: 30% / Alt Fire 60%
  • Scourge: 30% / Alt Fire 60%
  • Astilla: 30%
  • Phantasma: 50%
  • Komorex: 40%
  • Zhuge Prime: 30%
  • Lenz: 70%
  • Shedu: 60%

Secondary:

  • Kuva Seer: 30%
  • Cyanex: 20%
  • Angstrum: 40%
  • Prisma Angstrum: 40%
  • Kulstar: 40%
  • Stug: 30%
  • Akarius: 70%
  • Staticor: 30% / Alt Fire 90%
  • Castanas: 40%
  • Sancti Castanas: 40%
  • Talons: 50%
  • Pox: 50%

Kitgun:

  • Tombfinger: 30%

Arch-Gun:

  • Grattler: 50%
  • Kuva Ayanga: 50%
  • Larkspur: 60%

Operator Amp:

  • Granmu Prism: 30%
  • Shraksun Scaffold: 40%
  • Phahd Scaffold: 40%
  • Exard Scaffold: 30%
  • Dissic Scaffold: 60%
  • Propa Scaffold: 70%

Glaive:

  • Cerata: 50%
  • Falcor: 50%
  • Glaive: 50%
  • Glaive Prime: 50%
  • Halikar: 50%
  • Kestrel: 50%
  • Orvius: 50%
  • Pathocyst: 50%

Corinth and Kuva Bramma remain unchanged.

Stop. This still isn't going to make them feel comfortable. It's just not working. You need to accept self-damage in and of itself was never an issue, it only suffered as a consequence of other interactions.

Stagger feels horrendous. Knockdown recovery is poorly conveyed depending on fashionframe and inconsistent.

It just isn't GOOD.

What was a thrill niche of personal risk is now an inconvenient reaction of personal annoyance.

'Heavy hitter' AOE weapons are being made incapable of doing their job - AOE - while most were arguably unspectacular to begin with.

 

Just return self-damage and target the actual issues instead of using this scapegoat.

If the Bramma was a problem, because people circumvent its risk, STOP that risk-avoiding interaction. Then consider if it's overtuned for damage.

If people are dying because they shot their allies, STOP them from being able to hit allies when there's nothing to gain from it.

If the self-damage risk wasn't scaling properly with the reward due to modding differences, STOP using a fixed, linear relationship between them.

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Really? Really? Who is the person who decided that adding damage falloff without boosting the base damage was a good idea? If you take a weapon that is goof or even just ok and add damage falloff that makes the entire weapon worse by a fairly decent amount. Mathmatically it comes down to the reduction of possible damage over the entire area. Or in other words a 100% reduction over the are makes the whole weapon over 75% worse (because there is more "outside edge of minimum damage" then there is "inside edge of maximum damage", an estimate because I don't feel like doing the math on this sort of rant).

Please, developers, ask your programmers (the mathy people) what the reduction will be, and fix things back up to their starting level before nerfing ONLY THE THINGS THAT NEED IT.

And no, not everything on that list needed blanket nerfs.

Thank you.

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I am also disappointed by the Chromatic Blade change. Not because what is broken is fixed, but because the nerf put him in a worse position than he was with the initial release of the mod. 15% status chance being affected by a 300% increase sure looks like a bandaid when the original looked far more like an enhancement.

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9 minutes ago, Amontadillo said:

aka, it is no longer a flat status increase (old version: base chance 10%, chromatic blade adds 50 = 10%->60%), but a percentage increase (new version: base chance 15%, chromatic blade multiplies that by 300% = 15%->45%). (example doesn't include strength mods since it's not relevant to the explanation)

I see. thanks

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45 minutes ago, [DE]Rebecca said:

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

I understand that English in different parts of the World has their own English interpretation. So does the above sentence means.. for example: Lenz 70% means that enemies at the edge of the radial explosion will only take 30% from the total damage?

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46 минут назад, [DE]Rebecca сказал:
  • Lenz: 70%
  • Staticor: 30% / Alt Fire 90%

Well, damage fall off is now better but stiil a bit to much for most weapons. Also why you hate Lenz and Staticor so much? Staticor still unusable do to stagger

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