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Warframe Revised: Hotfix 27.2.2


[DE]Rebecca

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All AoE weapons (even ones that didn't do self-damage before, like Staticor, Pox, Astilla etc) all still do self- stagger.

If you had the time to manually change damage falloff on every explosive weapon (which is still a dumb change that nobody asked for, please stop monkeypawing every QoL change, thanks), then you should have time to undo the absolutely lazy script you ran that just makes any AoE deal self-stagger without caring about context of whether it was self-damage or not.

This is why the community has trust issues with you, DE. Because y'all can't be trusted with making one of the biggest set of proposed improvements in the game so far without throwing in a whole bunch of unwanted nerfs, bugs or downsides either out of spite or a misguided sense of "balance".

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This update bugged community event booster in gian point, veil proxima, railjack.

The booster is not showing while there (booster icon in upper right corner next to credit count), nor are we getting the same intrinsics per run as prior the update.

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Corinth alt. fire ragdoll puts it in trash tier. knocking enemies down was a merit to the rocket
Regarding ballistica.  fire rate/charge up feels clunky.  both crit stats and status per projectile are sub par for what a bow should do let alone a pistol.
passive is as always absolutely pathetic. really needs an update for 2020
And of course. most radial AOE weapons still feel like we are being punished for using them,   constantly punishing us for wanting to clear crowds in a hoard game is asinine. Even 50% fall off is harsh

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5 minutes ago, OrSpeeder said:

Please, can a lot of people post same thing in a row, just so DE see it?

 

SWITCH IMPACT AND BLAST!

Make blast knock enemies, and impact cause accuracy loss!

SWITCH IMPACT AND BLAST!

Make blast knock enemies, and impact cause accuracy loss!

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2 hours ago, [DE]Rebecca said:

Corinth and Kuva Bramma remain unchanged.

what a joke. no AoE weapon should have falloff higher than 50 per cent, MAX. and the falloff should just take into effect after a certain distance from the central point, not START at the central point. this completely defeat the purpose of what AoE weapons are supposed to be. you did a monkey paw on us and twisted what people wanted, as well as panic-nerfing everything. you "tested" it? yeah, no, you didn't. please make fall off of every AoE 50 max, and having the falloff to start taking effect after maybe half of the explosion radius. because right now, this is downright idiotic, how this works.

It's almost as if you guys don't even understand what AREA OF EFFECT WEAPONS mean. they are made to clear room easily. the problem with your unnecessary nerf, is that there is better that perform better than even the bramma at clearing room. without any downside. you guys are so #*!%ing affraid of AoE Weapons that you are letting it cloud your judgement, out of fear.

( or you could also straight up admit that you don't want AoE weapons to be good. you would have no actual and valid reason to want this, other than personal bias against the AoE kind, but hey, it's your game. if you don't want a weapon to be good, without any good reasons, you can tell us so. at least we would stop caring. )

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29 minutes ago, Oreades said:

If that's what they did then it would be nice if they said that they changed them to be multiplicative tho and pardon me for my math baddieness, doesn't that sorta go pearshaped when Aerovantage potentially brings that mod total to 148ish% by proxy of being an aura mod?

Aerodynamic is in the same pool as Aviator and Agility drift and capped at 90% damage reduction already due to 100% damaage reduction already being an issue previously encountered with the mod. So with Aerodynamic + Aviator + Agility drift and at least a second person running aerodynamic you'd reach 90% from that mod set totalling 92.5% when you add in reduction from shields.

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With the Chromatic Blade nerf making it extremely difficult to even reach 100%, there's less reason than ever to even use Exalted Blade. The ability does less damage than a lot of melee weapons, has little to no attack speed, has no forced procs besides a knockdown that removes enemies from your range and can't make any real use of the lift mechanic at all. Why does this ability even exist in this state, and why have you been ignoring it since after melee 3.0 where the only thing you added to it was a heavy attack, which comparatively does nothing at all? 

Even before you nerfed Chromatic, it barely kept up with a Kronen Prime, a brain-dead Reaper Prime heavy spam, or a Dual Keres general build. And that was at 275% status chance. Half of this problem exists because acolyte mods of all sorts are banned from being equipped on Exalted Weapons, which is an outdated change from years ago that needs reinterpretation.

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1 hour ago, -AoN-CanoLathra- said:

Redeemer also didn't seem to get the massive nerf that was the re-calculation of shotgun status. As far as I can tell, it now has the listed status chance for each pellet.

However, I do think DE needs to list the shot separate from the melee attack in the stats, so we can know for sure.

Definitely not.  Redeemer and its prime are whack now.  Was getting small slash and puncture procs out of RedeemerP almost every shot with listed status as 102%, but could barely get a gas proc or magnetic proc maybe once every fifth or sixth shot.  This leads me to believe that all the IPS procs are coming from the stance, and the RedeemerP itself is getting maaaaybe one proc per shot on average.

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8 minutes ago, ShichiseitenYasha said:

With the Chromatic Blade nerf making it extremely difficult to even reach 100%, there's less reason than ever to even use Exalted Blade. The ability does less damage than a lot of melee weapons, has little to no attack speed, has no forced procs besides a knockdown that removes enemies from your range and can't make any real use of the lift mechanic at all. Why does this ability even exist in this state, and why have you been ignoring it since after melee 3.0 where the only thing you added to it was a heavy attack, which comparatively does nothing at all? 

Even before you nerfed Chromatic, it barely kept up with a Kronen Prime, a brain-dead Reaper Prime heavy spam, or a Dual Keres general build. And that was at 275% status chance. Half of this problem exists because acolyte mods of all sorts are banned from being equipped on Exalted Weapons, which is an outdated change from years ago that needs reinterpretation.

Yup, Exalted blade has the lowest attack speed among all exalted weapons at .833, .933 with excal passive.

And a problem with adding acolyte mods is that they'd have to make waves build combo seeing as if it doesn't, weeping wounds/blood rush will have no effect on it. And even then, exalted blade has an awful base cc and crit multiplier

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18 minutes ago, AtraUnam said:

Aerodynamic is in the same pool as Aviator and Agility drift and capped at 90% damage reduction already due to 100% damaage reduction already being an issue previously encountered with the mod. So with Aerodynamic + Aviator + Agility drift and at least a second person running aerodynamic you'd reach 90% from that mod set totalling 92.5% when you add in reduction from shields.

OK was unaware of the hard cap on those, tho that makes sense. Still the kind of pertinent information I wish was in the tooltips for the mods "X damage reduction caps at 90%" *hint hint UI peoples* 

Also still wish they would strait up say in the patch notes that is what they did even tho you are definitely probably correct. 

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Please remove the constant shield regen on Corpus enemies ;((, Just keep the shield break stopping lethal dmg and invulnerability for 1s or something please!

I want to simulate mock battles in the Simulacrum by spawning Grineer and Corpus units to fight each other again! That whole thing ruined it all :(((. No NPC enemy can go through Corpus shield, they're pretty much immortal when it comes to AI NPC vs AI NPC combat. 

 

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