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Upcoming Xaku Changes!


[DE]Danielle

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Tenno,

Keeping within the realm of the “community-created Warframe” project, Xaku will be receiving numerous changes based on your feedback! We have read countless paragraphs and posts, watched hundreds of minutes of YouTube feedback, and more! We tried to gravitate toward certain areas for Round 1 changes, which were highlighted most frequently or compellingly in your feedback. Adjustments may be made between now and when the changes go live!

Here is how we are changing Xaku’s Passive: 

  • Including AOE damage reduction as part of Xaku’s Passive. 
    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
    • Currently, Xaku’s Passive reduces incoming weapon damage. Which includes projectile, hitscan, and melee attacks, but does not include any protection from enemy AOE damage. For example, if an enemy shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!

Here is how we are changing Xata’s Whisper:
 

  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.

Here is how we are changing Grasp of Lohk:

  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall. 
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed. 
  • Allowing Grasp of Lohk to be recast. 
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast. With the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired. 


Here is how we are changing The Lost: Deny

  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier. 
  • Increasing the casting speed of Deny. 
    • More firepower… faster!
       

Here is why we are not changing Accuse or Gaze yet.
 
A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

Accuse is also untouched for this round, but first thing on our list for next round would be allowing Accuse to be re-cast, but we are awaiting that decision based on how this Round goes.
 

Here is how we are changing The Vast Untime:

  • Removing the Energy drain and keeping it a duration based ability. 
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing. 
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 
    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. 
      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming. 
         

When?

We plan on releasing all of these changes on PC next week, and Console shortly after. 

Thank you, Tenno! May Xata Whisper good tidings to you all! 

=================

9/16/2020 Status Update

Just popping in to provide an addition to the Xaku Changes:

We are indeed increasing Grasp of Lohk disarm range in round 1. Firing range experiments were a bit too wild for round 1, and we will come back to that decision much later in round 2.

These Xaku Changes are still planned for this week on PC - Console at a later date!

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I do wonder if void damage can be improved even further by giving it a certain proc.

 

Void damage is a very special damage type. Giving it a special effect could increase the utility of Operators as well... idk maybe it can work like slag damage in Borderlands 2. So every stack of void proc would increase damage taken by all other sources by 10% or something (and the status effect lingers for quite a while).

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4 minutes ago, [DE]Danielle said:

A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

I'm not sure balancing around 6-forma builds is the right call, but we'll see how these changes play out.

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9 minutes ago, [DE]Danielle said:

We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage

This is a good change. However, void status effect is still bad. Do you have any plans of changing it?

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- No changes to the range on their 2
- their 1 is still a low base for an incomplete status effect that seems like it was an afterthought when the status changes happened.
- their 3's armor strip is still too stat heavy with how low the bases are.
- I honestly can't see what 2 forma or 6 are gonna change about the other two non options on their 3.
- Dodge chance or evasion should just be forever removed from kits. They don't work, No one wants to gamble on whether or not they live or die. This was already discussed when titania was reworked.

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imo step in the right direction but it still need more rework (from what i read).

i would love to see a bit more range / more base reduce on gaze. it´s atm a bit strange to mod for range+ duration+ str+effi to make this abbility "ok".

i also would recommend to give Xata’s Whisper a litle armor/shield penetration. like 1% of the dmg totally ignores armor/shield.

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Would be nice if we could play out our power fantasies with grasp of lohk, and the stolen weapons remain for full duration and any new weapons are added to the arsenal, the damage as it is is rather poor and the fire rate is also rather poor, but the power fantasy of an army of guns would still be nice, if only for the feeling.

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Changes do sound quite good, but I feel xata's whisper should be buffed. If you compare it to Toxic Lash, it is so weak. It should at least be castable while reloading and be 30% damage increase. It doesn't have to be as powerful, since it costs half the amount of energy, but right now it's too weak, even if you "buff" void damage in general. 

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Just now, Teratus said:

Changes do sound quite good, but I feel xata's whisper should be buffed. If you compare it to Toxic Lash, it is so weak. It should at least be castable while reloading and be 30% damage increase. It doesn't have to be as powerful, since it costs half the amount of energy, but right now it's too weak, even if you "buff" void damage in general. 

I mean, might as well just replace it with roar as it is, it has no beneficial points over roar other than duration, damage is lower, the damage type isnt effective, the proc is just wasteful pollution, and roar is aoe

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hace 5 minutos, [DE]Danielle dijo:

Including AOE damage reduction as part of Xaku’s Passive. 

  • How it will work: Instead of a 25% chance for incoming damage to pass through Xaku entirely, AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
  • Currently, Xaku’s Passive reduces incoming weapon damage. Which includes projectile, hitscan, and melee attacks, but does not include any protection from enemy AOE damage. For example, if an enemy shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!

 

Does this means that Xaku now only have 25% damage reduction on AOE damage? Or they still keep the universal 25% dodge chance plus 25% DR on AOE? o_O

hace 8 minutos, [DE]Danielle dijo:

We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies

No bonus but no malus, not a bad choice :)

hace 9 minutos, [DE]Danielle dijo:

How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier. 

YES PLEASE, this looks GOOD :D

But will the weapons fire in tandem with Deny for extra awesomeness? :)

hace 11 minutos, [DE]Danielle dijo:

Accuse is also untouched for this round, but first thing on our list for next round would be allowing Accuse to be re-cast, but we are awaiting that decision based on how this Round goes.

Recast could be good, but casting time is where the real problem is, at least for my experience :)

hace 11 minutos, [DE]Danielle dijo:
  • Removing the Energy drain and keeping it a duration based ability. 
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing. 
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 
    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. 

This is the change i want to see the more to judge. How it affects Gaze and the stasis of Deny, or the arsenal of Lohk will be quite interesting. First i took the weapons of some poor grineer, then i shot them and one second before they disappear i transform Xaku in the Void god they are to keep shooting them with their weapons while i dance between their bullets. And i was thinking Revenant was the best dancer of Warframe :P

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14 minutes ago, [DE]Danielle said:

Here is how we are changing Grasp of Lohk:

  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall. 
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed. 
  • Allowing Grasp of Lohk to be recast. 
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast. With the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired. 

Nice changes, but can we get an increase in the weapon's targeting range? Currently it's rather low at 8m.

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17 minutes ago, [DE]Danielle said:

Here is why we are not changing Accuse or Gaze yet.
 
A couple of posts, notably those written by people with verified 6 Forma installations, have realized just how powerful Gaze can be in certain mission types. So we are leaving Gaze untouched for now so we can continue to evaluate it within the realm of those who have invested Forma and time into Xaku to hit this sweet power spot.

Accuse is also untouched for this round, but first thing on our list for next round would be allowing Accuse to be re-cast, but we are awaiting that decision based on how this Round goes.

That's interesting, I hope we get to see detailed explanations on this by other users hopefully.

17 minutes ago, [DE]Danielle said:

Removing the Energy drain and keeping it a duration based ability. 

  • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.

 

I must ask, though, how come no one seemed to notice this pre-launch, as this one seemed pretty obvious 😅

Thanks for the heads up Dani, looking forward all this 🙂

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