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Call of the Tempestarii: Hotfix 30.0.6


[DE]Megan

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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.

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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.

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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

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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.

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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 !! 😨

 

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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)

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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%?

 

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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!

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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.

 

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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!

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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 :crylaugh: i'd like to see this staying in the game

and wtb orbiter capacity

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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. :facepalm:

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