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Dev Workshop: The Arsenal Divide


[DE]Rebecca

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6 hours ago, festivneer said:

but on kill effects ignore the primary issue: a large majority of weapons (including ones intended to be strong) cant keep up with current content
how am i expected to get kills with mods that are slightly worse at base if the weapon cant even keep up kills with the normal ones.
all on kill effects like this do is make the meta weapons stronger while the non-meta ones fall off even faster.

Well, yes... Any sort of attempt to buff things through the modding system ignores that primary issue: any buff to the lower end also buffs the high end, and the high end gains more from it which just widens the gap even further. The entire concept is flawed and what DE's doing won't do squat for the large majority of weapons. DE is only further cementing meta where it's necessary in SP, and further trivializing the game everywhere else by giving players even more power to steamroll through normal content.

However, if you can't get kills at all in SP then that's kind of a "you" problem. The Galvanized mods are so slightly worse that they're basically the same as their normal counterparts, in an overall build it's probably a few percent DPS loss or less. Getting just one kill brings them on par or above their normal counterparts, so shoot a weak enemy first to get the ball rolling. Target Lancers, Rollers, MOAs, Shield Drones, Runners, etc. first and then move on to harder targets instead of expecting to one-shot Heavy Gunners from the start. And the melee-focused Arcane gives you primary/secondary damage — up to +360% — for getting the same melee kills that are already easy to get. And that one costs you nothing in a build since it's going in a brand new slot. You'll still need to use a good gun and a good build, but these buffs don't change that.

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So i like the changes for primary and secondary but to nerf the KUVA Nukor is just plain stupid why schould i even try to farm it if its get nerfed to the ground like other stuff nobody uses anymore [Arca Plasmor , Opticor , Boltor(the old one) , orthos ] its a Kuva weapon it schould be strong but NOPE you say our WORK in Farming it is pretty much just a time eater like the kuva bramma without riven thanks 

Lets see Sister of Pavos drops everybody will get the new weapons just so they get trash nerfed 

 

NICE ONE DE

 

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I love these changes! especially the arcanes! really really great work!

Attackspeed could have gotten hit even harder in my opinion, beeing such a huge dps multiplier and ruining so many great animations. I would much rather have more slow attacking harder hitting melee weapons to get a much more hack and slay feeling in the game, instead of mindlessly slicing and dicing at rediculous speeds.

 

the way to farm this stuff sound extremely nice and fun! no cash grab, just playing the game! thats so aweseome! time to get into steelpath mot and farm and haveing fun trying out the stuff, maybe with a free 200% strength 75% efficiency banshee? ;)))

 

the only thing I agree on is that these arcanes for weapons could have been the same 3 and not 6 where they are essentially exactly the same.

and while already beeing in the process of adjusting melee, I would have love to see to finally give some love to exalted weapons, which are lacking as much as primarys and secondarys... giving them some love, or be able to now use those slightly weaker melee combo mods would have been great to see.

 

but other than that great changes! these alone will keep me playing for quite a while!

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7 minutes ago, PublikDomain said:

The entire concept is flawed and what DE's doing won't do squat for the large majority of weapons. DE is only further cementing meta where it's necessary in SP, and further trivializing the game everywhere else by giving players even more power to steamroll through normal content.

However, if you can't get kills at all in SP then that's kind of a "you" problem.

I agree with all of this, semi-auto rifles won't be any better after these mods/arcanes drop simply because they also work for any AoE weapon...even something like the Ignis Wraith will go utterly to the moon with these mods and still outperform one good bullet.

That's why actual weapon-stat changes are needed DE, because mods effect EVERYTHING which means that the already strong weapons lose nothing and just get stronger still.

No amount of multipliers will ever let these weapons keep up as long as they are inherently worse in baseline functionality, even if they are now statistically "usable" in Steel Path it won't make it any more preferable to most people.

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On 2021-06-18 at 3:00 PM, [DE]Rebecca said:

Dev Workshop: The Arsenal Divide

Tenno,

When choosing weapons for a mission, the Tenno have a lot to consider...

  • Which weapons are strong enough for me to fight at this level?

  • Which weapons are best against this faction?

  • Which weapons are the most efficient and easy to use?

  • Which weapons do I have the most fun with?

  • Which Mods make these weapons perform best?

 

The average player will ask themselves at least one of these questions (usually more) before making a selection. Not all weapons are built equal, but ideally there are several answers to each query, so that Tenno can make their own choices from a variety of options and keep things fresh. If one category of weapons outclasses all the others, or makes them feel redundant, then we as developers want to step in to make sure choice exists for the sake of fun.
 

Enter melee weapons, and equally importantly, the Mods you can use on them. Tenno have spent years sharpening their blades, but as a result, we’ve seen Primary and Secondary weapons collecting rust. And the longer we avoid addressing it, the worse this divide will become. 


We are changing Melee and Primary in for the singular purpose of making the combat experience more balanced, especially at high level play (Steel Path, etc). 

 

Generally speaking, we feel that gun stats are in a good place, but it's the Mods that are lacking. Inversely, some Melee Mods are too strong. We intend to address these issues in two ways: firstly, careful nerfs to a handful of Melee Mods; secondly, by offering greater strength for the rest of your Arsenal with Primary and Secondary Arcanes and new Galvanized Mods.  

 

Our goal is to encourage you to use your entire Arsenal in-mission. Switching between Primary, Secondary, and Melee weapons should feel like valid and strategic options, in contrast to the uncontested Melee dominance that exists in the current meta. We want Melee to be fun and powerful as you rip and tear your way through the solar system but we want players to have that same level of fun and power with Primary and Secondary weapons should that be their preference. 

 

The option to choose is key here -- one that is lessened by the current divide between Melee and everything else. Our approach to lessen this divide will be through changes to existing Mods, the addition of new Mods, as well as introducing new Primary and Secondary Weapon Upgrades.
 

TABLE OF CONTENTS 

  • Melee Mod Nerfs

  • Weapon Changes

  • Primary and Secondary Weapon Arcanes

  • Galvanized Mods

  • Login Items

 

If you’d rather watch a video going over this Workshop and the Sisters of Parvos Update at large, check this out:
 

 

 


 

 


Melee Mod Nerfs

 

We have 5 categories of changes coming:

Berserker
Bloodrush
Condition Overload
Glaives
Kuva Nukor


 

Berserker:

Attack Speed increases for Melee are part of what makes it so dominant. This is especially true when the conditions to reach animation-breaking Attack Speed are as simple as current Berserker: ‘on Critical Hit’. Infinite Attack-Speed Uptime is possible with a single Mod, and the result is animation noise with no distinction between hits, coupled with massive Damage output. 

 

We still want to support the ability to increase your Melee Attack Speed and Damage Output, just not to the levels you currently can.

Berserker is changing from:

+30% Attack Speed (Max 75%) for 24s on Critical Hit
 

To:

Beserker Fury, cannot stack with Fury.
On Melee Kill:
+35% Attack Speed (Max 70%)  for 10s. Stacks up to 2x. 

 

This is important because:

- It decouples it from Critical Chance.
- Adds a more defined ramp up using ‘On Kill’ instead of On Crit (which frequently meant 0 to ‘Max’ in one swing hitting 3 enemies).
- Renamed to Berserker Fury to communicate that it can no longer be equipped with Fury / Primed Fury. 


 

Blood Rush:

 

Blood Rush’s maximum value is being lowered.This changes the achievability of consistent Red Crits from just one Mod (on most Melee weapons, some High-Critical exceptions), and now additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits. 

 

One Mod alone generally delivering the best tier of Criticals felt too powerful.

Blood Rush is changing from:
+60% Critical Chance stacks with Combo Multiplier

To

+40% Critical Chance stacks with Combo Multiplier

 

Condition Overload

Condition Overload’s maximum value is being lowered. It’s been some time since we originally changed this Mod, and in this time we’ve decided we’re still not happy with the way this goes up against other Damage Mods (namely Primed Pressure Point). We’ve reduced this to 80% to make it almost as good as Primed Pressure Point, and 3 Status Types back to where it was originally. It remains true that even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration.

 

There should now be a more meaningful choice: do you want front loaded damage or a build up from multiple Status Types?


Condition Overload is changing from:
+120% Melee Damage per Status Type affecting the target.

To

+80% Melee Damage per Status Type affecting the target. 



 

Weapon Changes 

 

Glaives

 

In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks.

 

However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class.

 

That said, our two changes to Glaives go hand in hand: 

 

First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.

 

With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows:

 

Cerata

Direct Hit Damage from 366 to 201

Radial Damage from 549 to 333

Falcor

Direct Hit Damage from 460 to 250

Radial Damage from 690 to 345

Glaive

Direct Hit Damage from 210 to 116

Radial Damage from 315 to 190

Glaive Prime

Direct Hit Damage from 328 to 180

Radial Damage from 492 to 296

Halikar

Direct Hit Damage from 298 to 163

Radial Damage from 447 to 225

Halikar Wraith

Direct Hit Damage from 503 to 263

Radial Damage from 621 to 329

Kestrel

Direct Hit Damage from 168 to 92

Radial Damage from 252 to 126

Orvius

Direct Hit Damage from 390 to 215

Radial Damage from to 520 to 293

Pathocyst

Direct Hit Damage from 524 to 288

Radial Damage from 786 to 393

Xoris

Direct Hit Damage from 240 to 120

Radial Damage from 480 to 250


 

Kuva Nukor

 

We are indeed touching 1 non-Melee item in the series of Nerfs, and likely to no one’s surprise it’s the Kuva Nukor. It’s a dominant Secondary with incredible power, which is warranted given its acquisition. It’ll keep all of its signature behaviour, but the general output is being notched down slightly with the following change:
- Chains targets reduced to 2 from 4



Onward to Primary & Secondary…

With all the information about how we are lessening power in some ways, let’s move onto the way we are increasing the power available to Primary & Secondary weapon options. 

 

Primary and Secondary Weapon Arcanes


We are going to start with the biggest change: You can now add Arcane Slots (name not final) to your Primary and Secondary weapons, and fill the Slots with new Arcanes that enhance and reward diverse gameplay. 

 

Our entire approach to making Guns a comparable choice in your Arsenal orbits around the notion that Gunplay is fundamentally more varied than Melee: there are pinpoint accuracy guns, AOE guns, and high fire rate Guns (and everything in between). There’s reload times, magazine sizes, and more. We want to make these varied options better at what they do by rewarding you for using them well - thus, Arcanes! 


Because the Gunplay falloff is more of a late-game problem, these new Upgrades will be earned through late-game content systems -- namely, the Steel Path. You’ll be able to get the Arcane Slot Unlockers from Steel Path Honors, whereas the Arcanes themselves drop from Acolytes in the Steel Path! The spawn frequency of Acolytes is also being increased, meaning you’ll get more Steel Essence, as well as more chances for the Arcane you want. All Acolytes will drop them!  

 

There are 6 Arcanes (3 Primary, 3 Secondary) that you’ll be able to rank up and put to put into the new Slots:

PRIMARY:

The first Primary Arcane is designed with Primary weapons that perform well as AOE or high rate-of-fire weapons. This Arcane will reward kills with the following stats at Max rank:


PRIMARY MERCILESS

On Kill:
+30% Damage for 6s. Stacks up to 12x.
+30% Reload Speed
+100% Ammo Max

The more you kill, the more damage you can build up. Groovy!
 


The second Primary Arcane is designed with high precision weapons in mind. Make your Headshots count for greater performance (excluding AOE headshots)!:

PRIMARY DEADHEAD

On Headshot Kill:
120% Damage for 24s. Stacks up to 3x.
+30% to Headshot Multiplier.
-50% Weapon Recoil

 

The final Primary Arcane is designed with using your full loadout in mind, enter Melee synergy:

PRIMARY DEXTERITY

On Melee Kill: +60% Damage for 20s. Stacks up to 6x.


 

SECONDARY: 

Secondary Weapons will receive the same options as Primary Weapons for their Arcanes, but with their own version. In practice, you’d be able to equip yourself with a Precision Secondary like the Knell, a high-fire rate Primary like the Grakata, and select the Arcane that will reward each play style best!

The stats are the same for the Secondary versions of the New Arcanes:


SECONDARY MERCILESS

On Kill:

+30% Damage for 6s. Stacks up to 12x.

+30% Reload Speed

+100% Ammo Max

 

SECONDARY DEADHEAD

On Headshot Kill:

120% Damage for 24s. Stacks up to 3x. 

+30% to Headshot Multiplier.

-50% Weapon Recoil

 

SECONDARY DEXTERITY

On Melee Kill: +60% Damage for 20s. Stacks up to 6x.

 

Ultimately each Arcane stacks up to the same amount of damage, but it’s how you choose to get there that counts. Precision? Spray and Pray? Melee synergy? Your choice!
 

The “Arcane Unlockers” themselves are an item you’ll need to install on the weapons you want to take further, and you can find the Unlockers in the Steel Path Honors. 


 

Galvanized Mods

 

Our observation that Arsenal imbalance becomes obvious at higher level content means that we want your progression to this content to matter for your power level. We want to give you the tools to progress to optimal play with a new series of Mods: Galvanized Mods!

 

The general approach to these Galvanized Mods is that the unconditional upgrade is not quite as good as the non-Galvanized original, but the On Kill conditional increases them well above and beyond what is available with ‘conventional’ Mods in your Arsenal. These will be available from Teshin’s Steel Path Honors. 


 

Sisters of Parvos_Galvanized Mods_2.jpg


 

Login Items

As with many of our large-scale reworks and changes in the past, we want to honour the investment of time and resources our players have put into their Arsenal! Since these changes are both wide-sweeping and precise, we have a general login inbox planned for all players, with a few bonuses for those who meet certain conditions.


With the release of Update 30.5: Sisters of Parvos, players will receive the following upon login:
 

  1. All Players Mastery Rank 5 and above will receive 5 x Built Forma.

  2. All Players Mastery Rank 5 and above will receive a 3-Day Affinity Booster.

  3. Any Player who owns a Kuva Nukor will receive an extra 2 x Built Forma.

  4. All Players who owned ANY Lich Weapon at any point OR have a Converted Lich OR have an active Lich get 1x Requiem Ultimatum (a new item to taunt a Lich or Sister into battle)!

  5. Players who have Converted a Kuva lich OR vanquished a Kuva Lich will get OULL, which is a Requiem Wildcard Mod! 



 

In closing…

Sisters of Parvos will bring these changes on all Platforms. The delivery of these changes is rooted in our goals, and if we miss the mark we’ll be watching for what to tweak. Keep in mind what our goals and visions are when you give feedback after playing!  

 



EDIT: FAQ:

This FAQ section will be updated throughout the next week and beyond!


Can you buy Arcane Unlockers with Platinum?

- No, this is not a Platinum Market item. They are earned items through the Steel Path Honor’s store for 15 Steel Essence each.

Where do the new Arcanes Drop?

- Acolytes on The Steel Path have a 100% chance to drop 1 of the 6 new Arcanes. 

Do Kitguns get 2 Arcane Slots?

- Yes, one for Pax only, one for the new Arcanes! 

I am very disappointed with the proposed "rebalancing". Your answer to the melee meta is to nerf the best melee mods? I watched the video where you addressed blood rush being a one mod ticket to red crits and saying one mod should not be enough to make a melee weapon capable of that... Except we only have room for one crit mod in our melee builds the majority of the time. The rest of the mod slots go to raw damage, status mods, combo duration, attack speed, etc. We do not have enough room for multiple crit chance mods. That is why blood rush was so used. Along with this, the proposed change to berserker has basically just made me decide that once this update drops, I simply will not use berserker. I might still use condition overload in combination with a satus primer, but these nerfs were not necessary at all. 

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Melee combat was the most fun way to play the game for me. I quit after they botched too many updates and went the wrong way about "rebalancing" things and other problems with lackluster updates, ( quit a bit after the release of deimos), but I still follow in the hopes they improve things, and with the railjack mini-rework, I came  back for a little, because I was impressed - they improved it a lot and fixed many things, it made me hopeful for future updates.

Now I can see that hope was unwarranted. All I can say is boy am I glad I quit. All I can see is DE never learns and is still going about "balancing" wrong. To anyone feeling the same - there are games and other activities much more worth your time, that respect your time much more that won't pull dumb S#&$ like this. If you're thinking about it, don't be afraid to quit, just cause you feel you sunk too much time into the game. I too felt the same, but honestly, when I compare the dumb S#&$ DE does to the other games I play I have to say, I'm kind of shocked at the difference. No other game could get away with something like this without destroying itself.

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1 minute ago, RivaAurelius said:

I am very disappointed with the proposed "rebalancing" that is proposed. Your answer to the melee meta is to nerf the best melee mods? I watched the video where you addressed blood rush being a one mod ticket to red crits and saying one mod should not be enough to make a melee weapon capable of that... Except we only have room for one crit mod in our melee builds the majority of the time. The rest of the mod slots go to raw damage, status mods, combo duration, attack speed, etc. We do not have enough room for multiple crit chance mods. That is why blood rush was so used. Along with this, the proposed change to berserker has basically just made me decide that once this update drops, I simply will not use berserker. I might still use condition overload in combination with a satus primer, but these nerfs were not necessary at all. 

but now, maybe with some weapons not reaching redcrits on their own anymore, you might want to change out say attackspeed for another crit mod, also multiplying your damage in another way, but attacking slower, but much harder..

the only downside is that that are still weapons getting red crits with this for free... which in turn will make them even more meta and other weapons fall behind even more.. essentially using one less mod.

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6 minutes ago, Aldain said:

I agree with all of this, semi-auto rifles won't be any better after these mods/arcanes drop simply because they also work for any AoE weapon...even something like the Ignis Wraith will go utterly to the moon with these mods and still outperform one good bullet.

That's why actual weapon-stat changes are needed DE, because mods effect EVERYTHING which means that the already strong weapons lose nothing and just get stronger still.

No amount of multipliers will ever let these weapons keep up as long as they are inherently worse in baseline functionality, even if they are now statistically "usable" in Steel Path it won't make it any more preferable to most people.

We just need less multipliers. 

Critical stats are just straight up classism. 

Base Damage, Multi-shot and elemental damage scale by a fixed % of a weapon's base as indicated by the mod without distinction, but Critical Damage/Critical Chance scale differently based on a weapon's innate Crit stats.

The Crit-capable Aristocrats lord over their extra damage multiplier in front of the crit-incapable Fodder.

Each damage multiplier a weapon has access to raises its class hierarchy.

As long as some weapons got exclusive damage multipliers like Crits and AOE, weapons will never be balanced.

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15 minutes ago, Scissorsmith said:

Melee combat was the most fun way to play the game for me. I quit after they botched too many updates and went the wrong way about "rebalancing" things and other problems with lackluster updates, ( quit a bit after the release of deimos), but I still follow in the hopes they improve things, and with the railjack mini-rework, I came  back for a little, because I was impressed - they improved it a lot and fixed many things, it made me hopeful for future updates.

Now I can see that hope was unwarranted. All I can say is boy am I glad I quit. All I can see is DE never learns and is still going about "balancing" wrong. To anyone feeling the same - there are games and other activities much more worth your time, that respect your time much more that won't pull dumb S#&$ like this. If you're thinking about it, don't be afraid to quit, just cause you feel you sunk too much time into the game. I too felt the same, but honestly, when I compare the dumb S#&$ DE does to the other games I play I have to say, I'm kind of shocked at the difference. No other game could get away with something like this without destroying itself.

I'm still with the game, but I agree 100% with this person

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52 minutes ago, Neo3602 said:

as well as the fact that you need far less investment to make melee weapons good where guns are going to need far more investment

feels like I do not hear about this enough. Even adding Exilus mod is a luxury for guns because of tight mod capacity. And now in addition of heavy forma requirement, extra 15 SE arcane slot alright.

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1 minute ago, (PSN)Svenx13 said:

 

at 3 statuses applyed, it is as effective as primed preasure point as a damage increase. thats what it says. SO at 0,1 and 2 statuses you will deal less damage. and at 4+ statuses it will deal more damage. where before it was already better at only 2 statuses.

pretty simple to understand. nowhere is a mention of any caps....

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5 minutes ago, RC2K-Senpai said:

My problem with this is those "arcane unlockers". That sounds like a joke, isnt enough to forma 5x and add a potato just to make a gun decent?!

dude they are unlocked by gameplay for only 15 steel essences from teshin. you dont need to level up anything or buy anything for money nor do anything else. just unlock it by gameplay.

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On 2021-06-18 at 7:00 AM, [DE]Rebecca said:

On Kill conditional

Make these "on x hits". Also consider the difference in caps (melee goes to 12x, don't forget).

Simple reason is that Blood Rush works that way. You're able to take a sub-par melee weapon into a mission, beat on the first bad guy, and boost that weapon to the point that it can perform decently well. Even if that first guy survives. There's no requirement for the weapon to be even half-decent to get that performance boost.

If you make it on-kill, then the weapon has to meet a certain performance threshold to get a performance boost. That means the "take a sub-par weapon and boost it up mid-mission" doesn't work. A sufficiently sub-par weapon may be barred from that performance increase altogether.

Another way to look at this is what happens if you uncap the number of stacks. If you do that with Blood Rush, any weapon can handle any content with an indefinite amount of time. As long as you have the time, the multiplier would just keep climbing until you're killing with ease. "On kill" effects don't have that: if your weapon doesn't have enough damage to reach the kills per second required, it won't keep stacks going, no matter how much time you give it.

Now, it's possible you have the numbers just right that weapons across the board can get enough kills per second to keep the bonus going in any game context. For now. But game contexts grow, and that means this way of functionality isn't genuinely stable long-term.

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27 minutes ago, SmokinDice said:

but now, maybe with some weapons not reaching redcrits on their own anymore, you might want to change out say attackspeed for another crit mod, also multiplying your damage in another way, but attacking slower, but much harder..

the only downside is that that are still weapons getting red crits with this for free... which in turn will make them even more meta and other weapons fall behind even more.. essentially using one less mod.

Lose attack speed and make the weapon less fluid and more clunky to use? No thank you, I will instead stop using that weapon. I could easily see corrupt charge heavy attack weapons seizing the new meta, as they do not rely on berserker, blood rush or condition overload, just raw damage and wind up speed. The melee meta will persist and change until they stop trying to nerf it and instead give us good competing options. 

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Just now, Azimbee said:

Why not make these arcanes “stance” mods to increase mod capacity cuz those galvanized mods lookin beefy in their cost.

Guns cost like 2-3 forma more to invest power into as it is.

lol, that would be too smart. xD

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On 2021-06-18 at 11:00 PM, [DE]Rebecca said:

Because the Gunplay falloff is more of a late-game problem, these new Upgrades will be earned through late-game content systems

No, it's not. The Gunplay falloff is entire game problem. Non AoE guns always suffer due to their inability to kill multiple enemies fast.   

If you think adding new Upgrades behind end-game content systems can actually solve the problem, sorry, you are wrong.

Also, On Kill condition is not balancing but just a source of frustrating. Why not at least On Hit condition or let us enjoy maximum stat without really slow and unreliable build-up.

 

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The general direction of theese "fixes" is good, however some of theese need to be... thought over again.
I have a really bad feeling about the on kill arcanes. I feel like it won't give the variety in guns as expected, instead weapons like Kuva Bramma will become the king of DPS amongst every weapon type with the melee nerfs.
Why go pewpew if you can just go boom repeatedly, faster, harder, stronger each time and win? If you get what I mean.

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vor 2 Minuten schrieb SmokinDice:

at 3 statuses applyed, it is as effective as primed preasure point as a damage increase. thats what it says. SO at 0,1 and 2 statuses you will deal less damage. and at 4+ statuses it will deal more damage. where before it was already better at only 2 statuses.

pretty simple to understand. nowhere is a mention of any caps....

Wrong. At 2 applied status procs CO is almost as strong as PPP (2×80=160~ 165)

At 3 status proc the dev CO is as strong as the live CO at 2 status procs.

And orginally CO had a status cap. 

So the wholes sentence is a mess of clarification 

I mean not everything is even mentioned in the patchnotes.

Like 7,5 sec extra combo duration with the  melee arcane dexterity 

So it will be nice if we get a clarification 

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