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[DE]Bear

2020’s First Mainline: Review, Revise, Refresh: Part 3!

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Posted (edited)
6 minutes ago, [DE]Bear said:

2. Gas Damage:
Gas damage has been reworked to have a radius stacking effect with a focus on how it continues to work after the death of an enemy who is affected by it. In short, this means the following changes have been made:

  • Gas Effects will continue to cause damage-over-time to targets even after the original target dies.
  • Gas Status Area-of-Effect radius increases with the number of stacks, to a max of 10 stacks.
  • Gas damage resistance has been removed from Toxic Ancient Auras. 

The issue is that Gas damage itself is resisted by Grineer and Corpus crewmen, while the Infested are weak to it they're far too weak to other damage types.

6 minutes ago, [DE]Bear said:

8. Titania Changes & Fixes:
Titania has seen a few changes in recent history, but there were a couple of additional quality-of-life modifications we wanted to make to bring her in line with other similar systems:

  • Titania has a new Passive: Titania generates Health for herself and nearby Allies every time she casts an Ability.
  • Titania can now use Blink while in her Razorwing ability.
  • We fixed an issue where casting Razorwing while in a specific Simarlacrum situation would result in a white screen.

Intriguing about the new Passive. Taking some roots from her husband I see.

Any word about making Tribute's auras getting affected by mods? Octavia's Metronome makes the ability a joke honestly.

6 minutes ago, [DE]Bear said:

Grendel has been out in the wild for some time now, and with the player feedback, we have made the following changes to the hungriest Warframe:

No kidding, but he's so hungry on Energy that even one enemy eaten will stop him from passively regenerating energy.

Finally, no doubt the Ground missions of Scalet Spear will be more popular as Railjack remains buggy and unstable. Are there more fixes coming?

Edited by Duality52
Titania's Passive did indeed got replaced
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Posted (edited)

Really like the Warframe Revisited changes.

The Gas will be king in some time.

The Grendel Missions need a little bit of a nerf to be honest. They are harder now ❤️

Edited by Tyranq
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Those impact changes do not help impact at all. I do not think it either effective or desirable to go around finisher-ing every enemy. Not to mention it is still just a chance after a health threshold. I do not understand how that is very different.

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4 minutes ago, Duality52 said:

No kidding, but he's so hungry on Energy that even one enemy eaten will stop him from passively regenerating energy.

Have you heard of Rage?

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10 minutes ago, [DE]Bear said:

6. Magus Lockdown Changes:
We are making some changes to Magus Lockdown that will keep it as a tactical option over the ‘do-everything’ solution. Here are the changes coming with the Scarlet Spear update:

  • Magus Lockdown will no longer apply Puncture damage to tethered enemies.
  • The amount of active Tethers is now limited to 2 per player. This means that if you cast Magus Lockdown a third time, the first tether will stop, and the new tether will take its place.
  • Magus Lockdown no longer affects the Golden Maw due to the Arcane killing the Maw and preventing Quest completion. This also fixes a script error that was causing some problems when the Golden Maw is encountered.

Why:
Magus Lockdown has a reputation for being the CC and Damage meta, and after some review, it is not hard to see why. There are cases where Magus Lockdown has wiped entire waves of Elite Sanctuary Onslaught without the need for a weapon or a Warframe power and that is not what we had in mind for the design of this.

Ah, finally they'll consider giving other operator arcanes a try. I love you guys. Thank you.

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11 minutes ago, [DE]Bear said:

Increased Shattering Justice Status Chance from 20% to 90%. In addition, this buff has been changed to an additive chance to a multiplicative chance.

From additive to multiplicative
or
To additive from multiplicative?

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Can we get numbers on the radius increase for Gas?

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Just now, Wyvern_WX-0-1 said:

Those impact changes do not help impact at all. I do not think it either effective or desirable to go around finisher-ing every enemy. Not to mention it is still just a chance after a health threshold. I do not understand how that is very different.

Better than consistently knocking the enemy down, and even ragdolling. Hydroid's Tempest Barrage made this more apparent.

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11 minutes ago, [DE]Bear said:

5. Foundry Crafting Time Change:
In an effort to help maintain some building consistency, we have reduced the build time for Forma, Orokin Catalysts, Orokin Reactors, and Exilus Adaptors to 23 hours (as opposed to 24) as per player request.

Why: 
When building Forma or another similar item, having a 24-hour limit meant that players who signed on at a regular time would see some delays in when an item was ready. We wanted to be respectful of a player’s playing time, and by making it 23 hours, they can grab their completed item and start another build without upsetting their routine. P.S don’t forget about the Mobile app! 

wasnt expecting that

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Just now, Ikusi_Prime said:

Have you heard of Rage?

Not all players will have Rage/Hunter's Adrenaline. Even Nidus's Virulence will refund your energy based off of how many enemies were hitted.

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13 minutes ago, [DE]Bear said:
  • Increased Shattering Justice Status Chance from 20% to 90%. In addition, this buff has been changed to an additive chance to a multiplicative chance.

...So wait, which type was it before, and which type is it now?

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While these Grendel changes are very welcome, I would also urge you guys to have another look at the method to acquire him.

I feel like the general consensus is those missions are prohibitively unfun, I personally know players who have quit the game over them, and many more who consider them deliberately awful to try and get people to buy the Warframe with Platinum instead.

As opposed to completely removing all mods during these missions, perhaps a good change would be to instead force players to use specific tactics instead.

For example:

Neuroptics mission: the only useable weapons are Arch-Guns

Chassis mission: the only useable weapons are Kitguns

Systems mission: the only useable weapons are Zaws

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Yeah, from what I hear it means that in the railjack part you need to do two things:
1) defend the satellite on the ship
2) defend the ship with your railjack

to me, this means that players will pretty much need at least a squad, and while I know that is the intention, I think that it will still deny a lot of people the ability to play in this gamemode. Especially with the issues that railjack faces. the bugs, for one thing, are a huge part. Not to mention the grind that you need in order to do veil missions easily solo. That's just my take on it, so hopefully they choose to try and address this more and make both options in scarlet spear enjoyable. 

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2 minutes ago, shadow0727 said:

From additive to multiplicative
or
To additive from multiplicative?

Let me correct. From an additive to multiplicative!

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2 minutes ago, Duality52 said:

Better than consistently knocking the enemy down, and even ragdolling. Hydroid's Tempest Barrage made this more apparent.

Better =/= good

an improvement =/= a good use of time

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Posted (edited)
17 minutes ago, [DE]Bear said:

6. Magus Lockdown Changes:
snip

I can understand the golden maw needing fixing but you couldn't just remove the damage and be done with it rather than just restricting how much it can be used.... iirc vauban bastille doesn't have the same restriction and that can lock don a whole map too.

I'd love to see the rest of the user setups for that elite sanctuary example because my experience differs from that at higher levels.....

And like usual it's a 'nerf' to the good items while the other items get left alone needing a buff to even make them remotely worth using...

 

17 minutes ago, [DE]Bear said:

Increased Shattering Justice Status Chance from 20% to 90%. In addition, this buff has been changed to an additive chance to a multiplicative chance.

um isn't that a net nerf to the status chance.... at least without other mods.

16.2% + 20% = 36.2%

16.2% + (90% of 16.2%) = 30.8%

Edited by LSG501
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1 minute ago, Wyvern_WX-0-1 said:

Better =/= good

an improvement =/= a good use of time

It's better since Impact is a very prominent incidental proc that a lot of weapons will just have innately, which is a QoL improvement for them.

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15 minutes ago, [DE]Bear said:

Titania has a new Passive: Titania generates Health for herself and nearby Allies every time she casts an Ability.

Please, no.

Seems rather miniscule compared to her current absolutely amazing passive.

I love her speed..

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20 minutes ago, [DE]Bear said:

Why:
Magus Lockdown has a reputation for being the CC and Damage meta, and after some review, it is not hard to see why. There are cases where Magus Lockdown has wiped entire waves of Elite Sanctuary Onslaught without the need for a weapon or a Warframe power and that is not what we had in mind for the design of this.

bye bye scaling operator damage hello magus elevate healing nice.

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21 minutes ago, [DE]Bear said:

10. Scarlet Spear ETA
We are still working away on the Update even with the initial work-from-home adaptation. As Mentioned in Devstream #140:

“We are hoping to release Scarlet Spear soon, possibly next week, but the release date may slip depending on how quickly we can translate to work-from-home. It will come in March for sure [on PC], which week of March remains to be seen!'” 

Scarlet Spear is indeed launching next week on PC! Consoles soon! 

Please feel free to leave your feedback in this thread, but make sure to keep your feedback civil and constructive.

Thank you!

next week from dev steam 140 would be this week. 

just want clarification its not coming this week. 

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il y a 16 minutes, [DE]Bear a dit :
  •  
  • Increased Shattering Justice Status Chance from 20% to 90%. In addition, this buff has been changed from an additive chance to a multiplicative chance.

so that's a nerf, then?

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