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[DE]Bear

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

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8 minutes ago, 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.

Increased duration of stagger is awesome. And with the right Parazon mods, this could make impact procs a method of reliable CC, energy, health, ammo, etc, rather than relying on restore pads or other things. More variety, more choice! It'll be pretty reliable if the 10% they stated is flat and in addition to the base mercy kill chance. If you can pepper 2 enemies with a full-auto impact weapon and have a probability of 1 of them reasonably consistently giving you a radial blind and energy, that's radical.

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Can we remove or change shield gating in conclave? Emptying an entire karak mag into someone and watching as they take 0 health damage because shield gating makes them invincible for 1.5 seconds or so, is really bad. Or hitting someone with an opticor who has low shields and doing 0 dmg to health, it makes an already difficult weapon to use, absolutely agonizing.

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Just now, Vanhline said:

next week from dev steam 140 would be this week. 

just want clarification its not coming this week. 

 It's not this week, they have a post on the main site saying it's next week that went up today.

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22 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.

Why:
Since Titania uses the same systems as Archwing in her Razorwing form, we wanted her abilities to match with what players are used to. The new Passive Ability was a replacement that we felt would make her more enticing to play, while also thematic.

 

I liked the trampoline and I was already gonna get PA, but I am very excited about this. Thank you ♥

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When will the missing Void node Void Fissures be fixed? They were "improved" in 27.2 but haven't occurred since the frequency that they happen was "increased".
 

 

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Just now, Basilisk1991 said:

 It's not this week, they have a post on the main site saying it's next week that went up today.

thanks

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19 minutes ago, [DE]Bear said:

No Status Effect will exceed a maximum of 4 stacks

thats a bad idea, for status weapons that rely on DOT damage, mostly the the wepons with high fire rate, this change will not make status weapons usable as a damage source but as a buffer, you will see people with tysis with corrosive+viral+heat just to apply procs so they can damage more with other weapons.

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vor 11 Minuten schrieb DarkRuler2500:

Instead of nerfing the (probably) only good Arcane Fortuna had to deliver, perhaps you could buff the others to actually be worth the standing points, what about that?

just because most people cant do more than 10 Minutes survival without the help of operator and lockdown it should be nerfed,its a fundamentally flawed design,dealing damage (scaling one too) while being immortal in  operator is braindead.I  am happy it got finally nerfed and people will now have to think more of setups and  builds instead of pressing dash.

 

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The issue with Gas damage was also that the proc dmg didn't scale with elemental mods. Was this fixed?

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4 minutes ago, flaicher said:

Please, no.

Seems rather miniscule compared to her current absolutely amazing passive.

I love her speed..

Depends on how much health we're talking. Titania's abilities are fairly spammable and already mitigate damage by CCing enemies and reducing their damage output. If the healing is decent, it might be better.

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Posted (edited)
26 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. 

I like the spirit of these changes, but even with them gas will be relegated to an Infested-only damage type.  Gas used to be a much more versatile type; weaker than other options against a single target of any faction, but strong against tight clusters of enemies of all factions.  To that end, there are two other points I'd like to see addressed in some way:

  • Gas procs doing toxin damage was always over the top, but Gas damage itself is crippled by its modifiers against Flesh and Cloned Flesh; I'd like to see its existing bonuses and penalties dialed down on both ends. 
  • As well as the triple-dip on banes--which deserved its nerf--Gas builds thrived on the way they previously scaled with your modded Toxin damage (which is still in line with the damage formulae for Heat, Electric, and Toxin procs); please restore this part of the calculation in some form.
Edited by Lorelei
A word
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25 minutes ago, [DE]Bear said:

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! 

 

Any discussion about making the foundry able to queue multiples of the same item?  It solves so many problems whose symptoms keep getting painted over, such as these build time "issues".

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1 minute ago, --Q--FSK41 said:

just because most people cant do more than 10 Minutes survival without the help of operator and lockdown it should be nerfed

Guess youve never done a 2+hr excavation arbitration.

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3 minutes ago, Okami_Shiranui said:

Can we remove or change shield gating in conclave? Emptying an entire karak mag into someone and watching as they take 0 health damage because shield gating makes them invincible for 1.5 seconds or so, is really bad. Or hitting someone with an opticor who has low shields and doing 0 dmg to health, it makes an already difficult weapon to use, absolutely agonizing.

Simple fix, really. Instead of 100% damage gating, make it 95% like enemies have.

But do you honestly expect them to touch Conclave after all this time?

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28 minutes ago, [DE]Bear said:

6. Magus Lockdown Changes:

  • 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.

With the reduced mine numbers, can we have it so an enemy can only tethered by one mine?

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I like almost all changes, I am a bit sad about Magus Lockdown (thankfully I didn't rank it up to 5 or I would be deeply annoyed). Just my 2 cents here: when you guys try to "balance things out", instead of nerfing what works, try buffing what doesn't. Instead of having more options, we now have less...

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il y a 26 minutes, [DE]Bear a dit :

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. 

Why: 
There has been a lot of feedback over Gas damage, and how it seemed lacking in comparison to other Status effects. This change will hopefully give Gas a bit more viability, and make it react in a way that is thematically appropriate.

It still doesn't fix the main issue, which is how the damage per tick calculation.
Even with AoE and increasing range per tick, toxin is still better using because toxin mods increase the damage per tick as long as ignoring shield, while gas status only depend on base damage.

Overall, toxin is stronger and require a single mod, while gas is weaker and require 2 mods.
Simply changing back the damage calculation from "0.5 × Base Damage" to the good old "Base Damage × (Toxin Mods / 2)^2" would make gas worth using again, even it don't ignore shield anymore.

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When we are tweaking liches, can we also fix lich defection. It doesn’t spawn the correct enemies and it won’t clear the “red cloud” if you finish the mission, if this is your last kuva lich node, you are locked out of finishing your lich. I made a bug report here

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16 minutes ago, Duality52 said:

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.

A player is way, way more likely to have either of those mods before they have Grendel, unless they buy him with plat. Likely the same for Nidus as well.

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28 minutes ago, [DE]Bear said:

9. Rakta Dark Dagger
The passive bonus which grants Shields when attacking an enemy afflicted with the Radiation Status has been tweaked to work with Shield Gating. Now the bonus will only apply if you have shields active.

Why:
This is a balance pass after shield gating was introduced. With the new system, shields would tick in, defeating the new delay set by the Shield gate. This change simply makes sure you are getting the same buffs without abusing the new Shield system.

ahhhhh man. this was actually fun.

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Hello again, I will be posting this feedback whenever I can on these revision threads:

I really think different ghoul personalities should have different dedicated boss battles for them. I mentioned this before in post:

To assassinate a "coward" lich, the player might have to trap him. So the assassination mission has two spy/sabotage consoles that are in hard to reach places without alerting the guards (his thralls might be like manics maybe) One of them opens the locked gate that leads to the cowardly lich, the other locks the gate that opens to the route the lich would otherwise take as an escape route (like capture targets!). Such a lich might try to run away whenever possible, so maybe they have stun bombs, or they run fast.

Or as another example, a "smart" lich is so into electronics and stuff, their assassination mission is filled with traps and drones instead of soldiers (their thralls might be hacked moas or heavily modified gun-roller things for instance). When you enter their assassination mission, you have to not trip the alarms, or all the doors get locked and all the passive traps get activated! Such a lich might have transference blockers that lock you out of your warframe's controls for a moment, or EMP bombs that disable your electronic weapons and gear (so that the player cannot use their favourite corpus gun for example, or electric and electric related status effects do not proc for the time being, see, randomised and immersive variety!)

One more example! A "paranoid" lich might be so scared of their safety, their assassination map is filled with armoured gates that the player has to break through. You as the player would have to guard payloads of heavy and specialised explosives through a number of locked gates (this would make the otherwise relatively unused payload mission type more common too I believe), breaching through them as you go (more lich levels, more gates!) to reach the lich and the lich could maybe use a large shield like Reinhardt does in Overwatch (encouraging the player to use explosives or manoeuvring) or have invincible armor in some parts of its body, but they don't move very erratically (so that they can be sniped from a small number of weak points with a bow or sniper rifle, encouraging the players to use different kinds of weapons!). Oh and, their thralls could be highly armoured units like bombards.

One more! This would also very specifically require the player to discover at least some of the lich's weaknesses. A "rabid" lich could be so enticed to fight with you, they might run around the map at very fast speeds and teleport to the player at random points in their assassination missions (like the Wolf of Saturn Six fight you know) to try and beat them up by themselves. To successfully assassinate them, the player would have to go though some mobile defence objectives where each time a mobile defence begins, the lich comes in, immortal, and tries to sabotage the player's defence. If the defence is successful, the doors of the room shut down abruptly and the room is showered with one of the lich's weaknesses, stripping them of one their resistances. The lich runs away screaming, and gets angrier. Thus, each mobile defence gets one step harder from the previous one as the lich gets angrier and more frustrated. When all (unlocked) mobile defences (more discovered weaknesses, more potential defences the player can do) are completed, the player goes to the boss room to fight the lich, where they aren't immortal anymore, and beats the hell out them with the help of their lowered resistances. Their thralls could be something like the ghouls in the planes, demo units or the headless bomber-men in Serious Sam that run at you screaming then explode when killed or when they reach you, or they could be faster than normal melee units.

 

B) On another point different entirely, I remember reading in a blog post (can't remember who or where it was, so if anybody does know, please do point it out or tag them!) a scenario where the player can have multiple liches at once, and the liches vie for the player's attention. You know, they would both want to be your one and only nemesis, so they would fight for that attention. For example, When you go in a mission to assassinate a lich, the other lich joins the mission and helps you like a spectre, all the while shouting at the player and the lich both, maybe saying things like "ITS NOT LIKE I'M DOING THIS BECAUSE I LIKE YOU, TENNO!"  to you, or "THIS TENNO IS MINE, INSECT! KEEP YOUR FLESHY-CLONED HANDS OFF OF THEM!!!" to the lich you're attacking. Maybe the liches might try to expand their territory to the planets and nodes you visit the most and fight over nodes (temporarily opening up crossfire-exterminate missions on these nodes) to keep them. At the end, after all that work to get your attention the most, when you defeat a lich, they might beg you not to kill them, because they realise they have a huge crush on you and want to be by your side, even if it is as a servant. If you take them in, they could be assigned specifically to lich weakening missions as if sending resource drones to these nodes (because you know, they don't want their new master to be disturbed by these new nemeses) where they come back with the news of new discovered weaknesses for these new liches or news that they are weakened in some way, but not any knowledge about the requiem order (to prevent the player from AFK farming the liches).

T.L.D.R.:
A) Customise liches according to their personalities!
B) Give liches meaningful interactions to naturally give them a reason to be recruited!

The original post where I talked about this is at 

https://forums.warframe.com/topic/1159846-how-to-add-fun-and-dynamism-to-kuva-liches/?tab=comments#comment-11315374

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29 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.

If you're going to butcher the only non-healing arcane worth healing, at least make the timer scale. The number of enemies tethered is almost irrelevant 90% of the time because the only 2 mines you can drop will likely tether the same things.

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14 minutes ago, LSG501 said:

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%

Its doesn't work that way exactly right now. Currently the bonus is spread across the pellets, so the status per projectile goes from 16.2% to 20.2%

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il y a 20 minutes, [DE]Bear a dit :

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

Yeah... why not after all ? it's not like you've allowed Titania to use the operator form when in Razorwing and that the magus repair does exist... Oh wait it's the case ! 😅
Maybe you hope it will be used with Arcane Pulse... Oh but it's great after all !
 

il y a 23 minutes, [DE]Bear a dit :

Titania can now use Blink while in her Razorwing ability.

Do you really think it's a nice change ? That'll just increase her chance to (eat) hit wall in standard mission and you know... standard mission is what you play the most in warframe

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9 minutes ago, LSG501 said:

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%

 

3 minutes ago, TheLordOmega2 said:

so that's a nerf, then?

No, since you still have to consider the multishot in the additive equation. 


Before the Sobek with Shattering Justice had 20.2% Status / Projectile (16.2% + (20% / 5 (Base Multishot))
After the Sobek with Shattering Justice will have 30.8% Status / Projectile.

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