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Dev Workshop: The Arsenal Divide


[DE]Rebecca

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3 hours ago, Leqesai said:

It is not necessary to do combo systems with primary and secondary weapons... Arcanes and Galvanized mods already do stacking effects like blood rush and condition overload... They just do so with out an arbitrary system added to it like combo multiplier...

While not necessary, it would incentivize weapon switching more if there was some damage boosting system affecting your entire arsenal. With these Arcanes and Galvanized mods, we'll have three almost completely separate collections of buffs. Three areas to stack, one for each weapon category, and basically the only way to stack them is to use that weapon (with Primary/Secondary Dexterity being the only exception, which can only be stacked by using another specific weapon category). And if you're not actively building stacks, you'll lose them over time.

Keeping all stack going is all whip and no carrot, so I imagine a lot of players will just stick with a single weapon for the entire mission. Hell, there'll be more of an incentive to do that than currently. So yeah, sure, it's not necessary to make the combo system universal, but it's plainly the smarter solution.

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On 2021-06-18 at 11:29 AM, Circle_of_Psi said:

Can we remove the Age Block?, not everyone wants to sell their information or give their credit card details to YT, this effects even logged in users Edit: Even with the restrictions off, YT is asking for Credit Card Information or an ID (No one wants to do that)

@[DE]Rebecca

Are....you kidding...? Right? It doesn't ask for any credit card or id at all...

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As a Xoris lover, I'm hugely disappointed in the Glaive changes. It's going to take twice as long to do a charged throw, but with no increase in power... so that basically cuts the DPS of thrown glaive weapons in half. 

 

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1 hour ago, Ryptoryx said:

why are the mods on kill. make them on hit. what if you want to fight bosses?

Bosses almost always have little minions running around. Those aren't just to annoy you - they are there to drop ammo and other resources and to help you trigger procs on On Kill mods.

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19 hours ago, Leqesai said:

The game is so mind-numbingling easy at this point...

Warframe has always been easy since they got rid of trails and changed the meta from CC to damage. DE needs to introduces more tactical mechanics and missions in the game, this includes better AI, armor scaling, etc, than just more endless mission types. Until then it's grind until you can one shot the enemy or find an infinite damage combo.

My suggestion for gun stances is simply to even out the mod capacity for both guns and melee. As it stands you can have a powerful melee weapon with less forma than a primary or secondary because they are not going to reduce the mod capacity of frames and melee weapons.

I'm glad guns are receiving some arcanes but it won't be long until melee receive arcane too then we might be back where we are right now.

 

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I feel that one of the biggest issues with melee is that ranged enemies stay within melee rang, instead of moving away from you. And on top of that the best they can do is to bash  once, which takes them forever to recover and start shooting again. I know for me that when I hit an enemy with melee and they start to run, I start to shoot. But if they just stand there, I am just going to keep swinging.

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10 hours ago, Ryptoryx said:

why are the mods on kill. make them on hit. what if you want to fight bosses?

I'm guessing that's the point. DE already used scaling Damage Reduction on the Condrix to rein in the ridiculous power gap between players.

If DE balances event bosses around the upper tier, the majority of players won't be able to participate. It's the same reason why bosses are status immune. 

The gap between player damage is just as large as the gap between Grineer EHP with everyone else.

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I'm sorry how on earth is a 30% nerf considered "careful nerfs" by your development team?

When Tactical Potato and his big mouth asked for lesser gap between melee ang guns he surely didn't mean this (And yes, I remember Scott saying that this was on his mind before the downpour of Potato's videos, but he's the one who got really insistent with that and basically got the snowball rolling among the playerbase) .

Balancing down to the lowest common denominator is never good, and is never fun for players. And lastly, the community has been critical of ludicrous grind requisites for more than a year, and you communicated clearly on more than one occasion that you listened and were trying to cut down on the grindfest. And now your so-called buff to gunplay is just more grind? At least 1 extra forma per gun we wish to make better, plus all the time and effort required to get the arcanes? 

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2 hours ago, PraetorGix said:

I'm sorry how on earth is a 30% nerf considered "careful nerfs" by your development team?

When Tactical Potato and his big mouth asked for lesser gap between melee ang guns he surely didn't mean this (And yes, I remember Scott saying that this was on his mind before the downpour of Potato's videos, but he's the one who got really insistent with that and basically got the snowball rolling among the playerbase) .

Balancing down to the lowest common denominator is never good, and is never fun for players. And lastly, the community has been critical of ludicrous grind requisites for more than a year, and you communicated clearly on more than one occasion that you listened and were trying to cut down on the grindfest. And now your so-called buff to gunplay is just more grind? At least 1 extra forma per gun we wish to make better, plus all the time and effort required to get the arcanes? 

Anyone that thought that CO/BR/Berserk weren't going to get a significant hit was dreaming, DE's quote about nerfs or not. You'll still be able to shred with little effort and melee is probably still going to be king. Hard for me to get upset by it.

And yeah, there's grind for power. Welcome to Warframe. Compared to the past, this is kind of nothing. A guaranteed arcane drop off Acolytes? Galvanized mods for 20 vitus essence, meaning a lot of people can just buy the whole set on launch? Yeah, this is nothing to get upset about. 

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Il y a 4 heures, PraetorGix a dit :

I'm sorry how on earth is a 30% nerf considered "careful nerfs" by your development team?

When Tactical Potato and his big mouth asked for lesser gap between melee ang guns he surely didn't mean this (And yes, I remember Scott saying that this was on his mind before the downpour of Potato's videos, but he's the one who got really insistent with that and basically got the snowball rolling among the playerbase) .

Balancing down to the lowest common denominator is never good, and is never fun for players. And lastly, the community has been critical of ludicrous grind requisites for more than a year, and you communicated clearly on more than one occasion that you listened and were trying to cut down on the grindfest. And now your so-called buff to gunplay is just more grind? At least 1 extra forma per gun we wish to make better, plus all the time and effort required to get the arcanes? 

for your average hybrid weapon with the use of a proper status spreader as primary or secondary the nerf is around half the current damage output

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On 2021-06-25 at 9:17 AM, (PSN)Kirusdagon said:

Are....you kidding...? Right? It doesn't ask for any credit card or id at all...

xx8cv65eztz51.png?width=443&format=png&a

"Any transactions fee will be fully refunded".

So it's actually 2 times worse than what you thought reality was because they are going to charge you for it too.

 

I feel as community manager, anything related to social media, reddit, twitch or whatever, it's your actual profession to stay on top of it. A twitch menu for some bonus item for the game or chat malfunction or whatever. That's their speciality by profession.

 

Since warframe is rated 18 it can't possibly be a surprise it gets age restricted.

The point here is the announcement of it is from late 2020, that aside, as a community manager you'd be expected to check your own uploads during advertising?

"I wonder if you can watch our advertising on youtube, without logging in, let me just click 1 button to log out and check".

That aside... lol. 64 pages and 8 days later of people telling you, your video went 404, you still haven't acted or maybe even realized at all?

You really just had to scan the first page of replies in 20 seconds to find out. Just couldn't be bothered reading anything not one word.

 

Wouldn't it be funny if they straight up ignored every single post and haven't even read that the videos are down lol.

 

Busted, I guess?

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You should LIVE the steel pass with your new UPDATE, let us know your brains are working not joking.

I never see your live with high LV map, so you never know what we face, you think it's easy, so show us, show us that your way is working in the steel pass, even more difficult situation.

We know you won't, because you have no idea what you do.

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2 hours ago, Surbusken said:

xx8cv65eztz51.png?width=443&format=png&a

"Any transactions fee will be fully refunded".

So it's actually 2 times worse than what you thought reality was because they are going to charge you for it too.

 

I feel as community manager, anything related to social media, reddit, twitch or whatever, it's your actual profession to stay on top of it. A twitch menu for some bonus item for the game or chat malfunction or whatever. That's their speciality by profession.

 

Since warframe is rated 18 it can't possibly be a surprise it gets age restricted.

The point here is the announcement of it is from late 2020, that aside, as a community manager you'd be expected to check your own uploads during advertising?

"I wonder if you can watch our advertising on youtube, without logging in, let me just click 1 button to log out and check".

That aside... lol. 64 pages and 8 days later of people telling you, your video went 404, you still haven't acted or maybe even realized at all?

You really just had to scan the first page of replies in 20 seconds to find out. Just couldn't be bothered reading anything not one word.

 

Wouldn't it be funny if they straight up ignored every single post and haven't even read that the videos are down lol.

 

Busted, I guess?

DE do what they do to cover there own arses legally.

Players should just do this below fix and hopefully fix it.

I have no trouble watching Youtube videos online, even though I'm logged into my account on youtube I'm not able to see the youtube videos in these forums.

Thanks to @ValinorAtani posting in the forums about Tampermonkey. 

 

This is how I fixed the Warframe forums youtube videos, I installed Tampermonkey as an extension into my browser, then installed the below script, it now allows me to play the youtube videos on the Warframe forums.

Website for the extension: https://www.tampermonkey.net/


YouTube: Age Verification Bypass v1.9.10
This script link works: https://greasyfork.org/scripts/375525-youtube-age-verification-bypass/code/YouTube: Age Verification Bypass.user.js

 

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58 minutes ago, Slayer-. said:

DE do what they do to cover there own arses legally.

Players should just do this below fix and hopefully fix it.

Players should NOT have to jump through hoops just to watch a video that's linked in not one, not two, But THREE DIFFERENT ANNOUNCEMENT THREADS. That's the point of people trying to get DE to open their eyes and see what kind of stupidity is going on with the video here.

I should be able to simply click into the thread and watch the video. Not have to install a browser extension and install some third party script that does god knows WHAT in the background just to view it. On the flipside, I shouldn't have to submit banking information, credit card details or identifying information to Big Tech just to view what could be a simple 10~15 minute Youtube Video.

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1 hour ago, Slayer-. said:

 

DE do what they do to cover there own arses legally.

Players should just do this below fix and hopefully fix it.

I have no trouble watching Youtube videos online, even though I'm logged into my account on youtube I'm not able to see the youtube videos in these forums.

Thanks to @ValinorAtani posting in the forums about Tampermonkey. 

 

This is how I fixed the Warframe forums youtube videos, I installed Tampermonkey as an extension into my browser, then installed the below script, it now allows me to play the youtube videos on the Warframe forums.

Website for the extension: https://www.tampermonkey.net/


YouTube: Age Verification Bypass v1.9.10
This script link works: https://greasyfork.org/scripts/375525-youtube-age-verification-bypass/code/YouTube: Age Verification Bypass.user.js

 

 

14 minutes ago, SephirothWS said:

Players should NOT have to jump through hoops just to watch a video that's linked in not one, not two, But THREE DIFFERENT ANNOUNCEMENT THREADS. That's the point of people trying to get DE to open their eyes and see what kind of stupidity is going on with the video here.

I should be able to simply click into the thread and watch the video. Not have to install a browser extension and install some third party script that does god knows WHAT in the background just to view it.

If DE want to run their videos to meet the legality of uploading/posting then that's their right, you don't want some mom seeing little johny watching a stream and a swear word might get dropped by mistake, then she tries and sue the pants off of DE, the world is a screwed up place and full of morons.

 

I pasted an easy option to get around the age bs without the hassle.

If you don't want to view the videos with the script then bad luck.

Also please tell me how come I cannot watch the videos in these forums yet I have a youtube account? 

I even use this script to bypass whatever is the problem between youtube and these forums.

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2 minutes ago, Slayer-. said:

Also please tell me how come I cannot watch the videos in these forums yet I have a youtube account? 

I have NO problems with any of the OTHER videos that have been posted on this forum by @[DE]Rebecca.. Just not this specific one. I don't know what setting DE used differently on this one specific video, but its ONLY this one that has this issue. None of the others have this age verification stupidity.

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26 minutes ago, SephirothWS said:

I have NO problems with any of the OTHER videos that have been posted on this forum by @[DE]Rebecca.. Just not this specific one. I don't know what setting DE used differently on this one specific video, but its ONLY this one that has this issue. None of the others have this age verification stupidity.

Link me to one you can view and I'll see if I can view it with the script disabled.

Edit:
Scripts disabled I can't see the videos now.

This video is age-restricted and only available on YouTube. Learn more

 

Age-restrict your own video

If any of your videos are not appropriate for viewers under 18, you can add an age-restriction. This type of age-restriction is self-imposed and is not a result of a review by YouTube.

When a video is age-restricted, viewers must be signed in and 18 years of age or older to view it. These videos are not shown in certain sections of YouTube. Age-restricted videos may also have limited or no ads.

When deciding whether to age restrict content, you should consider issues such as:

  • Violence
  • Disturbing imagery
  • Nudity
  • Sexually suggestive content
  • Portrayal of dangerous activities

Go to our article on age restrictions for more information.

Videos that the uploader proactively age-restricts are still subject to YouTube's Community Guidelines. If YouTube decides a video should be age-restricted, a permanent age-restriction will be applied. This restriction happens even if the uploader restricted the video. 

If the video uploaded is meant to be an ad, don't use this type of age restriction. It will result in ads being permanently disapproved.

How to age-restrict a video

Add age-restriction when you upload a video

  1. Select Upload lkkiUAJC3NrCNoI4WZipTRz52BTWFOef3lj26EHA to begin uploading the video to YouTube.
  2. Enter your video’s details and audience setting.
  3. Click the drop down next to Age-restriction and select Yes, restrict my videos to viewers over 18.
  4. Follow the steps to finish the upload process.

 

Edit:
All DE have to do is tick the 'No, it's not made for kids' box and not change the other setting. 'No, don't restrict my video to viewers over 18 only'

Ignore where my pointer is, it got in the way doing the screen capture.

2021-06-26_232109.png

 

That change above seems to be pretty straight forward and will fix all the issues players are having, just don't check the 'Yes, restrict my video to viewers over 18'

Somebody has to manually change it to 'Yes, restrict my video to viewers over 18' that is not the default setting when you tick 'No, it's not made for kids'

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On 2021-06-18 at 10:00 AM, [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! 


June 22 Updated Information:
 

Tenno!

Since The Arsenal Divide Workshop launched on Friday, we’ve been busy developing, testing, and reading responses. We have some preliminary changes to share with everyone! We’re posting in a separate thread to highlight the changes, and will do all necessary cross posting in the originals to keep them up to date.  This means that June 22 onward has the latest information on The Arsenal Divide! 

In the days that passed, we’ve addressed 3 areas (as well as a 4th bonus one)!

Each one is covered in detail below:

1) Arcanes:

Primary and Secondary Dexterity Arcanes:
- Added +60% Holster Speed 
Why:  We are including a Holster Speed benefit within the Arcane itself to ensure the whole ‘Dexterity’ aspect of it is clear with the whole Arsenal being easier to use!  

Primary and Secondary Merciless Arcanes:
- Reduced MERCILESS Arcanes Duration from 6 to 4 secs
Why: We’re simply continuing to balance these (even after posting)! In practice, we felt lowering it was a better start given the pace of true Merciless enemy killing!

P.S the body of the original Dev Workshop missed this, but it was present in the video!
Dexterity Arcanes:  +7.5s Combo Duration

2) Galvanized Mod Properties:

Primary
- Galvanized Scope - Mod Capacity reduced from 14 to 12
- Galvanized Aptitude - Mod Capacity reduced from 14 to 12
- Galvanized Chamber - Stack count increased from 4 to 5. Mod Capacity increased from 14 to 16

Shotgun
- Galvanized Acceleration - Mod Capacity reduced from 14 to 12
- Galvanized Savvy - Mod Capacity reduced from 14 to 12
 Galvanized Hell - Base Multishot increased from 80% to 110%. Mod Capacity increased from 14 to 16

Secondary
- Galvanized Crosshairs - Mod Capacity reduced from 14 to 12
- Galvanized Shot - Mod Capacity reduced from 14 to 12
- Galvanized Diffusion - Base multishot increased from 80% to 110%. Mod Capacity increased from 12 to 14

Why: We reviewed feedback about build and Mod options when it comes to Mod Capacity, and felt it was a good idea to change Mod Ranks. Overall we’ve lowered the required Mod Capacity as a whole per category by 2. 
We also changed the Galvanized Chamber so that it is at parity with the Shotgun / Pistol Mods by virtue of maxing the stacks. 

3) Galvanized Mod Acquisition:

Moved all Galvanized Mods to Arbitrations from Steel Path. 

Why: This change is rooted in the depth of the new items we’re putting in Steel Path with this Update, and the hope some players had about being able to earn the Galvanized Mods before they even arrived on the Steel Path. Since Arbitrations also require a completed Star Chart, but are a step up in difficulty from that base Star Chart, we thought (and so did many of you) that they’d be a good stepping stone for earning some of the new Upgrades! 

Bonus: Beam Weapon Mods! 
4) General Beam Weapon Mod Change:

Ruinous Extension and Sinister Reach are now slottable in the Exilus slot and their text changed from "+X Range" to "+X Beam Length"
Why: While we are in the revision process for all things Mods, some well reasoned suggestions made it aboard! 
 

 

This has been bugging me so. I’d like to say the biggest issue with these mods I see, other than lack of creativity, is the condition having to be on kill. The issue was the guns couldn’t kill in the first place so it seems just counter intuitive. On crit, on status or on head shot would all be better conditions to allow them to kill.

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I can't wait to try these mods! With the "on kill" prerequisite, I can already tell that I'm going to enjoy the ramp up of power much more than the melee combo counter system with blood rush. A butcher and scorpion are super squishy so, I can easily target how fast and stable the bonus damage can stack and hold. 

In all, I think the changes look good and the nerfs are nowhere near dramatic. 

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