dimerapis Posted April 20, 2021 Share Posted April 20, 2021 @[DE]Megan It's been almost a month since the glitch that prevented us from receiving the main content mission rewards correctly. I hope it will be fixed as soon as possible. Link to comment Share on other sites More sharing options...
xZeromusx Posted April 20, 2021 Share Posted April 20, 2021 37 minutes ago, [DE]Megan said: Increased Sevagoth’s Armor from 110 to 150. Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range up to a maximum of 10 enemies. Additional enemies in the radius will be slowed, but not increase the cost. Equip Efficiency Mods (Streamline, etc) to reduce! Edit: I spoke too soon. I thought y'all essentially made it like Equinox's Pacify. I was apparently mistaken. This is worse than it was before actually. It's still a channeling ability, but the channeling turns itself on and off depending on when enemies are within range. With Pacify, you can still use Zenurik dash, and gain its benefits while Pacify is active even when enemies are in its radius. That's not the case here. With your new Gloom set up, it made a hybrid of the two, where you can only recover energy with zenurik when there aren't any enemies in range. But if there aren't enemies in the AOE, then what's the point of the AOE at all except to just have life steal? You essentially just took what was a great AOE CC and support ability and turned it into solely support, and favoring actually reducing range instead for energy efficiency. Because as long as there aren't any enemies in its radius, it costs us nothing. Link to comment Share on other sites More sharing options...
CJ14 Posted April 20, 2021 Share Posted April 20, 2021 Hey, does this also include new clan emblems? I really wanna see mine in-game Link to comment Share on other sites More sharing options...
-QUILL_PETER- Posted April 20, 2021 Share Posted April 20, 2021 18 minutes ago, Perfectly_Framed_Waifu said: Nice! But could we please get an appearance toggle for Gara so she can keep her fantastic glass during Splinter Storm, at least before Gara Prime drops? Quoting for visibility/upvote Link to comment Share on other sites More sharing options...
XaoGarrent Posted April 20, 2021 Share Posted April 20, 2021 15 minutes ago, xcrimsonlegendx said: Can we get this for Grendel too? So the max drain is 10 enemies? Grendel is one of those B-list frames that they just cranked out real quick to make some money and keep people busy. They dumped all their love into Gauss, who came out around the same time. Expect to be waiting a while for Grendel's remaining design issues to be sorted. Those of us who really liked the ideas behind Lavos are in the same boat, and we're going to be waiting even longer. Link to comment Share on other sites More sharing options...
Craige_Lobo Posted April 20, 2021 Share Posted April 20, 2021 Thanks for the hotfix, but when are we getting the option to be able to use the Tempestarii'a interior with the Tempestarii railjack skin equipped? Link to comment Share on other sites More sharing options...
Grav_Starstrider Posted April 20, 2021 Share Posted April 20, 2021 Thanks DE, but can the Harrier operator outfit be fixed to have the metallics channel use the color channel most operator outfits use? It can't mix and match with any of the metallic-using outfits other than 3 out of the whole roster. Link to comment Share on other sites More sharing options...
Rebore Posted April 20, 2021 Share Posted April 20, 2021 Should I start my pointless and meaningless crusade as many others do by posting what I want. I shall I guess. Link to comment Share on other sites More sharing options...
Acceptance Posted April 20, 2021 Share Posted April 20, 2021 Thanks Link to comment Share on other sites More sharing options...
Rooxyz Posted April 20, 2021 Share Posted April 20, 2021 Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range up to a maximum of 10 enemies. Additional enemies in the radius will be slowed, but not increase the cost. Equip Efficiency Mods (Streamline, etc) to reduce! Wow, this drain a lot now Please make range mods increase the Embrace pull angle and press to cancel Consume dash Link to comment Share on other sites More sharing options...
MajedTheShrewd Posted April 20, 2021 Share Posted April 20, 2021 12 minutes ago, zeki__ said: Why? Just... why? There are still another hope : Link to comment Share on other sites More sharing options...
Helzakath Posted April 20, 2021 Share Posted April 20, 2021 Ah yes, Epitaph is now as lacking as the frame it came with, genius, and how dare they make a useless mod useful, we aren't allowed nice things, back to the same old secondary. Link to comment Share on other sites More sharing options...
SpaceBoyMarc Posted April 20, 2021 Share Posted April 20, 2021 Auto exalted shadow? Link to comment Share on other sites More sharing options...
EREBUS-LORN Posted April 20, 2021 Share Posted April 20, 2021 The cost on Sevagoth's Gloom is increasing the more enemies are in his aura, the 10 enemy drain cap is not active. Link to comment Share on other sites More sharing options...
Helzakath Posted April 20, 2021 Share Posted April 20, 2021 Sevagoth will remain pointless until the shadow controls itself. Link to comment Share on other sites More sharing options...
--SV--Reaper Posted April 20, 2021 Share Posted April 20, 2021 Thanks for the fixes! <3 Any chance we'll be getting Modlink for our Necramechs anytime soon? Link to comment Share on other sites More sharing options...
VengefulAncient Posted April 20, 2021 Share Posted April 20, 2021 19 minutes ago, DK50 said: I dont see why would you unvault those frames while loki prime set is getting close to 500p on the site you dont even own. This. Loki and Mag have been vaulted for years. What's the deal with unvaulting Chroma which was available just recently? This is ridiculous. Link to comment Share on other sites More sharing options...
Argeraspid Posted April 20, 2021 Share Posted April 20, 2021 Is it me or player xp drop substantially in the last week? I formed three warframes 6 X each and got hardly any player level? Link to comment Share on other sites More sharing options...
Yulfan Posted April 20, 2021 Share Posted April 20, 2021 il y a 22 minutes, [DE]Megan a dit : Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range up to a maximum of 10 enemies. Additional enemies in the radius will be slowed, but not increase the cost. Equip Efficiency Mods (Streamline, etc) to reduce! I'm actually testing and the drain has gone crazy ! I was able to manage it just fine before with streamline but now, it's skyrocket ! Like wtf, it's a huge nerf !! 😨 Link to comment Share on other sites More sharing options...
Flache1 Posted April 20, 2021 Share Posted April 20, 2021 Overall looks like a neat patch ^^ Features that are improved were really bad both in technical fixes and playability of Sevagoth ( specialy her 3 becoming like necros desacrate is a REAL good thing when playing it gosh it was painful before, I just never used the spell). Maybe adding the possibility to recast her 2 while enemies are still alive to refresh the timer and spread it ? ( or just spread , not refresh ? But tbh its already solid it would just be comfort not real need... also that would make building durability a viable option) Link to comment Share on other sites More sharing options...
Hera.Ci Posted April 20, 2021 Share Posted April 20, 2021 Quote Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x. What's the point of the hold-cast functionality on Reap? Why would we ever want the shadow to be slower? The only reason anyone would tap-cast is that it's physically an easier motion. This is just locking base functionality away from the player. Quote Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range up to a maximum of 10 enemies. Additional enemies in the radius will be slowed, but not increase the cost. Equip Efficiency Mods (Streamline, etc) to reduce! Keeping the "cost doubles as Gloom spreads to its max radius" effect means that with ten enemies around, Sevagoth now loses 15 energy/second! Yes, you can reduce that to 3.75 but it's still a 50% cost increase to its utility as a CC effect. I don't understand why Gloom is being nerfed like this, it was already an extremely energy-hungry ability and that called for serious build considerations to function. If DE is afraid of its crowd control power as a Helminth ability, why not just cap the maximum slow at something less ridiculous than 95%? Quote NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future. Edit: Glad to see this wasn't intentional. Very nice buff without that doubled-cost interaction! Link to comment Share on other sites More sharing options...
Duality52 Posted April 20, 2021 Share Posted April 20, 2021 22 minutes ago, Venarctos said: RIP synth charge, you were useful for at least a few weeks. 18 minutes ago, TTraw said: Is it added on top of the current drain mechanic, or replaced with? Also rip synth charge on epitaph, it was destined to be 19 minutes ago, TheAlp said: Aw.. just started to love the weapon. Catabolyst with Synth Charge? The Epitaph still works fine even without Synth Charge. On track, but it looks like that the memory leaks caused by Void Storms did not get fixed yet. Link to comment Share on other sites More sharing options...
Barthez Posted April 20, 2021 Share Posted April 20, 2021 27 minutes ago, [DE]Megan said: Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range up to a maximum of 10 enemies. Additional enemies in the radius will be slowed, but not increase the cost. Equip Efficiency Mods (Streamline, etc) to reduce! Please revert this change! It's increase for his 3rd ability energy consumption. Sevagoth is a squishy frame and changing his armor by +40 will not help - he needs Gloom for survivability and you just made things worse! Link to comment Share on other sites More sharing options...
wirecard Posted April 20, 2021 Share Posted April 20, 2021 30 minutes ago, [DE]Megan said: Fixed the Plains of Eidolon ‘Drone Escort’ Drone starting to move without hacking it. oof i thought it was actually a feature i'd like to see this staying in the game and wtb orbiter capacity Link to comment Share on other sites More sharing options...
XaoGarrent Posted April 20, 2021 Share Posted April 20, 2021 3 minutes ago, Hera.Ci said: What's the point of the hold-cast functionality on Reap? Why would we ever want the shadow to be slower? The only reason anyone would tap-cast is that it's physically an easier motion. This is just locking base functionality away from the player. Keeping the "cost doubles as Gloom spreads to its max radius" effect means that with ten enemies around, Sevagoth now loses 15 energy/second! Yes, you can reduce that to 3.75 but it's still a 50% cost increase to its utility as a CC effect. I don't understand why Gloom is being nerfed like this, it was already an extremely energy-hungry ability and that called for serious build considerations to function. If DE is afraid of its crowd control power as a Helminth ability, why not just cap the maximum slow at something less ridiculous than 95%? I don't think this was meant as a nerf. Let that sink in a bit. Link to comment Share on other sites More sharing options...
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