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Public Test Weekend #3: Update Notes (Deimos: Arcana Preview).


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Am i blind or are there no kitgun changes on this list? There were wuite a few issues with them on the test center (low or inconsistent damage, poor ammo economy etc)

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Neat neat neat.

 

If zephyrs reworked subsumed ability becomes cool will it take the place of the current one

 

I remember there being something about the subsumed zephyr helminth being changed to be better but that isn't necessary if you just make the original base ability stronger 

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When I saw that the update was coming out this week I was extremely disappointed since I figured there wasn't enough time for our feedback to be implemented. But seeing this? I am overjoyed! This makes me extremely happy, thrilled, and so excited for this update. Thank you so much for letting us offer feedback, taking it into consideration, and doing all of this before the update launches proper! This is fantastic!

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Thank you so much for finally using the Liches status mechanics (reduced proc) on somethinf else ever since their implementation. I hope this becomes a regular thing for new enemies while reviewing some current ones that are still 100% immune ).

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Appreciate the receptivity to player feedback. Big step in the right direction. That being said, could still go further--the same criticism people gave about Garuda's new augment having a clunky animation is kinda applicable to all her abilities and the (tiny) Garuda playerbase has complained about it for a long time.

Also, the fix for acolyte mods on her claws is awesome!! Thank you again for listening to the community before the launch of Arcana. Lots of great changes!

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hace 40 minutos, [DE]Rebecca dijo:

The Steel Path Acolytes now have received the same Status Effect eligibility treatment that Liches received in Update 27.3 earlier this year. This means we have slightly increased their health (scaled by squad size) as the Status Effect eligibility makes them easier to kill. 

 

hace 40 minutos, [DE]Rebecca dijo:

Created more regular spawn windows for Acolytes and fixed issues with them not spawning after 30 minute missions. They are guaranteed in each mission, and endlessly guaranteed in Endless missions! 

A I G H T

Edited by Shiva
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il y a 27 minutes, [DE]Rebecca a dit :

This Dev Workshop is an early Update Note preview specifically for what we have changed that is relevant to the build on the Public Test Weekend #3! Each section will have details that match the thread breakout we created for the Public Test Weekend - if you weren't one of the thousand or so people who participated, you may still want to know what changed!

Public Test Weekend #3 Notes:

Kitgun + Weapon + Arcane Changes:

Generally speaking, the major focus this week was split between Weapon tweaks and major Arcane buffs to give another chance at usability. The Arcane readability, numbers, and more have been significantly reviewed and changed for Deimos: Arcana! 

Weapon changes:

Bubonico

- Increased accuracy of primary fire

- Increased speed of ammo regen delay from .9 to .5 secs

- Increased ammo regen rate from 6.75 to 16.875

- Increased status chance of alt fire from 53% to 57%

- Decreased primary fire rate from 4.16 to 3.83
 

Sporothrix

- Increased damage from 363 to 371

- Reduced embed time from 3 to .9 secs

- Increased flight speed from 190 to 270
 

Proboscis Cernos

- Increased pull strength of the tentacles

- Increased ammo pool from 7 to 9
 

Catabolyst

- Added base punch through dept of 0.9

- Increased clip size from 19 to 27

- Increased ammo pool from 95 to 135

 

Pulmonars

- Increased attack speed
 

Arum Spinosa

- Increased spine damage from 60 to 70

- Increased spine flight speed from 33 to 49

- Increased accuracy of spine throw

 

Arcanes: Theorem and Residual 

The Theorem and Residual Arcanes were the most contested items on the Test Cluster over the weekend (well, second most next to Bonewidow but it was close)! We have made a concerted effort to reset how they work in context (mainly where the AoE spawns) and rebalance. The next steps for us are receiving feedback on the newer flow and newer stats for these upon release!

Notable changes include:
 

  • Residual Arcanes will now leave their AoE at the position of the enemy at the time of death. You will see a ring on the ground (with upgraded FX) that you can enter to begin your Residual/Theorem buffing process. This means you will not need to search for corpses that may have been blown off in the distance -- instead, you should have an easier and faster means of finding these AOE rings.
  • Significantly increased the active Duration of your stacks after leaving the AoE (from 5 to 20 seconds). 
  • Theorem Arcanes now go up to 5 Ranks with Stats to reflect this. 


 

THEOREM INFECTION 

Before: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 60m by 4%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. 

After: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m by 24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone. 


 

THEOREM CONTAGION 

Before: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 5m dealing 100 damage and applying a Status Effect. Globes will persist for 8s upon leaving the zone. 

After: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage and increasing their vulnerability to the globe’s damage type by 200% for 6s.  Globes will persist for 30s upon leaving the zone. 


 

THEOREM DEMULCENT 

Before: Standing in a zone created by a Residual Arcane increases weapon damage by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.

After: Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

 

OTHER ARCANE CHANGES:

  • Theorem Infection increased from +90% to +360% Companion damage at max rank and stacks
  • Residual Boils spawns cysts on the ground inside the trigger instead of on the enemy corpse.
  • Residual Shock now fires Lighting from a spike instead of the enemy corpse.
     

Warframe Abilities and Augment Changes: 

We focused on the most consistently critiqued Warframes for this week, with some explanations on what’s to come (outside of this week). Generally speaking, we felt Zephyr needed the most attention, and while people appreciated aspects of Atlas and Nekros, there was more work to be done on their kits as well.

Chroma:

  • In addition to Chroma being able to select elements in mission real-time (the biggest change), Chroma’s selectable element HUD now uses colour coding in addition to icon coding. 
  • Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank. This, combined with 100% Status Chance and Chaining should lead to some more deadly or useful scenarios, especially since you can use all 4 elements now!
     

Nekros:

  • Nekros’ Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don’t die have a Duration wherein they’ll be eligible to become a Shadow if killed while Marked! 
  • This is in addition to the 25% lethality change and Shadow healing.
     

Zephyr:
The focus for this week was all about Airburst. Making the explosion valid for damage scaling changes the stakes when hitting groups with this ability which was a detail a few feedback posts requested or tried to make sense of. 

  • Airburst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
  • Airbust now has a 50% chance of dealing a Physical status effect hit by this slice of air or it’s explosion radius, heavily skewing towards Slash. 

Atlas:

Overall, we still intend to look more at Atlas’s Tectonics, but due to some AI complications and ‘gotchas’, we had to reset a timeline to revisit this with a future batch of abilities. For now, those who saw a slight utility boost in the AOE Damage / Stagger we added to Tectonics’ Bulwarks will benefit from what was observed on the Public Test Cluster. 
 

Garuda Bleeding Talons Augment:
Generally speaking the action we felt necessary to take for launch surrounded Garuda’s Augment. All other augments performed as expected either in general or within their niches, there was consistent feedback about Garuda’s having a ‘feel’ issue. 

  • We have trimmed the animation time if released early and increased the range up to 9 meters for this Augment! 

 

Steel Path + Acolyte Changes 

In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting). 

We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content. 

In our view, it’s better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.
 

  • The Steel Path Acolytes now have received the same Status Effect eligibility treatment that Liches received in Update 27.3 earlier this year. This means we have slightly increased their health (scaled by squad size) as the Status Effect eligibility makes them easier to kill. 
  • Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs 
  • Created more regular spawn windows for Acolytes and fixed issues with them not spawning after 30 minute missions. They are guaranteed in each mission, and endlessly guaranteed in Endless missions! 

 

Bounty Changes:
Pacing and bugs for the new bounty types have been reviewed, with some specifics to call out:

Codename: Polyp Juggernaut Bounty:

  • Decreased frequency of random Juggernaut sniffing by over 50% to improve pacing. 
  • The Juggernaut moves faster. 
  • Increased the likeliness of a ‘truffle’ being closer to improve pacing 
  • General pacing improvements. 
  • Enemies now spawn on your Polyp Juggernaut’s position, making battle phase more engaging 

Codename: Purifier Bounty:

  • Purify Cell Carrier spawn rates increased to improve pacing. 

Codename: Fluid Sac Encounter:

  • Reduced ranged enemy presence, increased enemy density and reduced delay between reinforcements. Increase sac explosion radius from 10 to 13 meters. 


Bonewidow Necramech Changes:

General Necramech Changes

  • Necramechs (Bonewidow and Voidrig) now have a built in vacuum!
  • Enemy Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects!
  • Increased Shared Affinity Range in Landscape missions to 250 meters from 50 to assist with all things levelling on Landscapes (when Necramechs in non-Landscape missions come, this will of course change the levelling dynamic). 

Bonewidow Changes
The Bonewidow was flagged as the item needing the most review, and we took a look at each Ability and made changes to its power, energy economy, and scalability. 

Meathook

  • Made the Meathook ability more responsive for targeting based on camera direction. 
  • Added a damage buff to melee attacks while holding an enemy on Meathook.
  • Meathook now only costs energy on successful hit. It no longer costs energy to throw an enemy that is already held. 

Shield Maiden

  • Added ‘Ironskin’ style scaling to Shield Maiden, meaning all incoming damage right after the cast period scales the health of the Shield Maiden. 
  • Made the angle of Shield Maiden’s blocking angle more sensible for the front area of the Necramech.  
  • Blocking with both Ironbride and Shield Maiden will increase blocking angle. 

Firing Line

  • Energy cost reduced from 75 to 50 

 

Exalted Ironbride 

  • Increased the damage overall for Exalted Ironbride since its attack speed is slower by design. 
  • Less energy is now required to sustain Exalted Ironbride.
  • Slam attacks are better performing and more intuitive.

 

Not listed are the dozens and dozens of fixes included for launch on the more specific bugs and issues! A huge thanks goes out to the participants on the Public Test Cluster for giving us so much to work with. We spent the week with our heads down banging out as many meaningful changes that aligned with both the feedback received and our development goals. As is the way, things will still receive iteration and changes once our community-at-large is involved on PC and Consoles!

Looks good so far.  Nunchucks added attack speed was definitely needed, really like the addition to Soul Punch (which I think is going to be a greatly powerful ability) -- just a couple of questions:

1.) I experienced a bug during PTR where Chroma could only use melee weapons during Spectral Scream.  Was wondering if that was a bug, and what the outcome was: Can you use all weapons, only melee, or are you not even supposed to be able to use weapons during Spectral Scream?

2.) Are you guys preparing for more frequent frame changes/reworks in the near future for other frames?  I really liked this approach where a handfull are taken and worked on to get them rolling again, would love to see it happen to the whole lot gradually.

3.) Will there be another Warfan stance in the future?  I felt one of the issues I have with Warfans is their stance feels a bit wonky in terms of feeling robotic and stagnant instead of fluid motions.  Maybe I haven't found the best sequence, just a weird nitpicky thing I thought of.

Other than that, updates like this are great, I'd love to see more in the near future!

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21 minutes ago, [DE]Rebecca said:

Bubonico

- Decreased primary fire rate from 4.16 to 3.83

weird change, since primary fire was already middle pack compared to the sniper and the bow in terms of single target damage.

25 minutes ago, [DE]Rebecca said:

Residual Arcanes

the problem with these is that they only had a 20% to trigger, and the aoe had low damage with low status chance if any, so it's still probably not gonna be worth using the theorem arcanes if it means having to use the residual arcanes.

28 minutes ago, [DE]Rebecca said:

Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank

chromas ult does 2000 damage per second, and that's still not worth using seriously. 

32 minutes ago, [DE]Rebecca said:

Exalted Ironbride 

  • Increased the damage overall

hopefully from 300 to 12k base damage atleast, cause that's how much the voidrig ult does per shot. 

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36 minutes ago, [DE]Rebecca said:

Steel Path + Acolyte Changes 

In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting). 

We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content. 

In our view, it’s better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.

So because 1% of players were AFK macroing, you decided to nerf the whole damn thing for everyone?

🤔

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38 minutes ago, [DE]Rebecca said:

Steel Path + Acolyte Changes 

In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting). 

We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content. 

In our view, it’s better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.

I think another way to increase the number of steel essences per run is to scale the amount of Steel Essence droped by the Acolytes in endless missions with the number of Acolytes killed in the mission.

For example, lets say you killes 4 acolytes in 1 mission, then the 5th would award like 4 Steel essences instead of 2.

This solution would be a good way to encourage players to optimize builds and stay longer in endless missions.

Edited by fabien21920
Added clear example
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20 minutes ago, Pyus said:

Why not leave the eximus alone and open it to mission rewards and acolytes?  Best of both worlds so to speak?

Sadly, [DE] doesn't know how to do incremental improvements. They 'repeal & replace' or more accurately 'nerf & replace', e.g. the alert system and Nightwave.

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Old enemy scaling in some new game mode / ONE single node,like Mot or sth when? the current ones are paper,everyone knows it and almost any melee is able to kill level 9999 with some buffs,thats ridiculous 

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2 minutes ago, Helbane said:

So because 1% of players were AFK macroing, you decided to nerf the whole damn thing for everyone?

🤔

Even without being afk the current farming meta is grossly unbalanced. Last night i did one match for 2 hrs and got 450 steel essence.

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10 minutes ago, --Q--FSK41 said:

Old enemy scaling in some new game mode / ONE single node,like Mot or sth when? the current ones are paper,everyone knows it and almost any melee is able to kill level 9999 with some buffs,thats ridiculous 

Yes please ^^

PS: We need a new way to make use of thousands of riven slivers - Add them to Bile resources or whatever , as long as we can dump them into something else than Palladino

Edited by --RV--arm4geddon-117
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7 minutes ago, Leqesai said:

Even without being afk the current farming meta is grossly unbalanced. Last night i did one match for 2 hrs and got 450 steel essence.

Thats fine, but why disguise the reason.  Just say we think SE gains are too high, so here come the nerf to it.  Dont blame a legitimate strategy as botting.

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