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Dev Workshop: The Arsenal Divide


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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'

Edited by Slayer-.
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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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Not that it matters to anyone at all, but just adding my two cents.

Putting these mods in Arbritrations has finally broke me. This is a well hated game mode and has just become mandatory and I know I could any of the thousands of play I get from every prime access and accessories and unvaulting I buy. I have so much of it I started just buying the damn crap weapons from the market to save important resources.

But this is too much. You’ve made mandatory mods and forcing us to spend play or play a mode that is widely despised. You might as well put them in conclave.

and what’s all this about not putting them in  steel path as they are needed for steel path? Nothing is ‘needed’ for steel path it’s supposed to be an unsupported optional game mode.

and where was this logic with Eidolon hunts and Orb mothers? Half the things you need to take them down you get from taking them down?

Nah. I’m out of here for a few months. But this is one straw too many.

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Here is an option to keep galvanized mods mostly as is and bring CO into line. Tie them both to Riven Disposition and call Riven Disposition what it is - Power Disposition. Change the galvanized mod requirement to be "on hit" because I think everyone realizes that "on kil"l is probably not going to work. This way weapons like the Bramma and Kuva Nukor are going to get more powerful, they won't be game shattering so. 

Power Dispo CO/Galv Mod Bonus 4 stacks 8 stacks 12 stacks
1 40 160 320 480
2 50 200 400 600
3 60 240 480 720
4 70 280 560 840
5 80 320 640 960

 

 

Edited by ZenHare
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When i saw we could get those new arcanes from sp missions i won't lie i was really happy that we could finally use debuff-focused frames again, like Equinoxx or Mag... then they moved galvanized mods to sp craptrations, i mean arbitrations... so, here we go again...

Its pretty clear the game is really heavy on debuff-focused frames... there are nullifiers, disruptors, arbitrations drones, sentients, and status immune enemies... no wonder the most popular and highly ranked (by the community) frames are buff-frames, aside from Saryn and her utility on ESO.

Right now there is no reason to use a frame like Mag on an arbitration for example, whom the whole kit is based on debuffing enemies to survive and control projectiles, while you can use a Zephyr to walk past those said enemies untouched like Neo from Matrix.

They can remove Equinoxx's damage reduction aura, which is a debuff, but not Ember's, which is a buff... Nidus link, but not Nezha's halo... so on and so forth.

Can't we have at least an arbitration drone that reduces buff efficiency, or duration, instead of one that makes enemies immune to debuffs?

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Also no healing return version for guns?

And how about 3 different types of missions on every arbitration cycle, instead of one? Its a real pain in the butt being forced to play a gamemode people hate, just so you can get those valuable resources.

Not to mention those heroes that leave after 5 minutes or 5 waves of a mission... or after 10 minutes, when you just got an adaptation mod you don't want to lose... which means abandoning the mission is a bad idea... which in turn means you gotta evacuate the mission and wait for 40 or so minutes for the next Defection mission, awesome!

Edited by gvsjunior
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On that first topic of selecting weapons for a mission:

There are so many weapons now in the game. Could you add a way for players to organise their arsenal. Instead of having to scroll though a mountain of weapons?

If I could categorise my own weapons, I could organise them by power / tier so I could find the good weapons easier.

Instead of having to rely on "most used" (which obviously won't place good new weapons into the top of the list). Or trying to remember the strange gun names.

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It’s strange to me how people complain about it being on steel path, and then they change it due to the complaints and move it somewhere else that’s easier. Yet then you complain about the mode they move it to. If you can play steel path you can play arbitrations.

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On 2021-06-18 at 9:00 AM, [DE]Rebecca said:

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.

Wait what weapons are there that can hit consistent red crits with blood rush alone. most of the weapons Ive used can barely do that even with an additional crit mod on it. Not to mention the ones that can hit consistent red crits require you to hit and maintain a max combo count which isn't exactly feasible/practical to go for in squad settings outside of endurance runs where you have all day to go for it.

Edited by (XBOX)UmbranAssassin
typo
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Imagine doing a tough mission like SP disruption. You'll kill the trash just fine with the ON KILL buffs. Then the demolyst comes. Now that you actually need the damage, the buffs all fall off because you're only hitting one target instead of getting kills. 

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15 hours ago, ZenHare said:

Here is an option to keep galvanized mods mostly as is and bring CO into line. Tie them both to Riven Disposition and call Riven Disposition what it is - Power Disposition. Change the galvanized mod requirement to be "on hit" because I think everyone realizes that "on kil"l is probably not going to work. This way weapons like the Bramma and Kuva Nukor are going to get more powerful, they won't be game shattering so. 

Power Dispo CO/Galv Mod Bonus 4 stacks 8 stacks 12 stacks
1 40 160 320 480
2 50 200 400 600
3 60 240 480 720
4 70 280 560 840
5 80 320 640 960

 

 

Yeah that's a BIG no chief. Tieing rigid mods to riven disposition would... well probably kill the game outright to be honest but to be more specific, kill interest in the mods themselves, or in any weapon below a certain threshold that makes these mods borderline useless, say at a point where they would be less effective than their non-conditional counterparts below a certain amount of stacks (Probably just 2 or 3 tbh as it's just a bad decision to pick a conditional mod over a static one if it's only marginally better when maxed out due to the upkeep requirement). And this would be the case with all newly released weapons because of DE's ridiculous decision to make the default disposition of new weapons minimum.

Only the most dedicated players would ever bother grinding for new stuff if their power was so severely handicapped on launch all the time. It would kill the enjoyment of the game for an absolutely huge amount of people.

A lot of people hate riven disposition already. Making it more integral to the game is a bad decision no matter what you try to do with it.

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17 hours ago, (PSN)CambionDrift said:

Not that it matters to anyone at all, but just adding my two cents.

Putting these mods in Arbritrations has finally broke me. This is a well hated game mode and has just become mandatory and I know I could any of the thousands of play I get from every prime access and accessories and unvaulting I buy. I have so much of it I started just buying the damn crap weapons from the market to save important resources.

But this is too much. You’ve made mandatory mods and forcing us to spend play or play a mode that is widely despised. You might as well put them in conclave.

and what’s all this about not putting them in  steel path as they are needed for steel path? Nothing is ‘needed’ for steel path it’s supposed to be an unsupported optional game mode.

and where was this logic with Eidolon hunts and Orb mothers? Half the things you need to take them down you get from taking them down?

Nah. I’m out of here for a few months. But this is one straw too many.

not sure where you got orb mothers from. You don't need anything at all from the orb mothers or vox solaris to deal with them. But yeah the eidolans are infuriating. My advice to people just starting eidolans is usually to.... do fortuna stuff first to get the best amp, then fight eidolans. But that's a painfull process too because of the requirement to max solaris united before you have access to any of the good stuff from vox solaris... it's a good milestone goal if you wanna try and spin it positively.

If they fix some stuff with arbitrations they might not be that bad. Like having more than one abitration available at a time. It's kindof a crapshoot on if DE will actually try to improve arbis more than just buffing vitus drop, or if they'll just take the lazy rout. They do love that lazy rout tho.

The part that annoys me isn't so much arbitrations themselves, as much as that we can't farm for both the mods and the arcanes at the same time anymore. And that the decision was supposedly made because people were complaining that they can't do steel path without these mods which is.... just false.

Steel path really isn't that difficult with the right gear. A genuine cake walk compared to the missions to get Grendel, THOSE are a true #*!%ing nightmare. You really shouldn't even be thinking about getting these mods unless you have the power to do steel path anyways. Guns can kill steel path enemies in a reasonable amount of time already, really, they can. The power disparity's been blown way out of proportion. (Side note it's fun AF stealthing through them with an invisibility frame and it's one of the few things in the game that's really a viable strategy for)

The change was so unnecessary and based off such obviously bad criticism that it's hard not to think that DE just used it as an excuse to increase the grind.

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Am 18.6.2021 um 16:00 schrieb [DE]Rebecca:

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.

Is this supposed to read
"We’ve reduced this to 80% (as it was originally), to make it almost as good as Primed Pressure Point, when the target is affected by 2 Status types."?

Because what the current wording seems to say is: "We reduced CO to 80% and 3 status types. It is now almost as good as PPP." and that does not make too much sense since that would imply CO always being worse than PPP (smaller dmg boost than 165%), while at the same time implying that CO caps at 3 status effects (240% dmg bonus).

Edited by BunnyHunny94
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vor 11 Stunden schrieb Huggalump:

Imagine doing a tough mission like SP disruption. You'll kill the trash just fine with the ON KILL buffs. Then the demolyst comes. Now that you actually need the damage, the buffs all fall off because you're only hitting one target instead of getting kills. 

I also mentioned it many times. like other people too ...
absolutely mindless this concept. where damage is needed, it cannot be generated.

the same with deimos arcanes. why develop more garbage? Game should get better and not be spammed with pointless things?

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vor 8 Stunden schrieb (PSN)armaggeddoom123:

Thinking about it, it just says on kill so it’s not like we have to only use guns or weapons, people like Garuda and wisp would make it almost too easy

how's that? good warframe skills or useful weapons don't need buffs!
on the page above it was explained exactly why this doesn't work at all .....

Edited by Battle.Mage
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8 hours ago, PollexMessier said:

Yeah that's a BIG no chief. Tieing rigid mods to riven disposition would... well probably kill the game outright to be honest but to be more specific, kill interest in the mods themselves, or in any weapon below a certain threshold that makes these mods borderline useless, say at a point where they would be less effective than their non-conditional counterparts below a certain amount of stacks (Probably just 2 or 3 tbh as it's just a bad decision to pick a conditional mod over a static one if it's only marginally better when maxed out due to the upkeep requirement). And this would be the case with all newly released weapons because of DE's ridiculous decision to make the default disposition of new weapons minimum.

Only the most dedicated players would ever bother grinding for new stuff if their power was so severely handicapped on launch all the time. It would kill the enjoyment of the game for an absolutely huge amount of people.

A lot of people hate riven disposition already. Making it more integral to the game is a bad decision no matter what you try to do with it.

 

Any decent weapon will drop 3 to 4 statuses on a mob with one hit. ONE hit. One to two IP statuses (depending on the IPS damage spread) and two elemental status. With priming that goes to 7 to 8. (Nukor and Kuva Nukor are an instant 4 more.) That is going to give you 320% bonus to damage. Please tell me HOW OH HOW this is worse than PPP's 165%? I am waiting to hear your wonderful answer. And mind you that is not counting additional statuses from the warframe's abilities, companion, specter, lift or knockdown and statuses from other warframes in the team.

I am stunned by your comment. Powerful weapons don't need rivens giving them the same bonuses as weak weapons. This would be the most idiotic thing that DE could do. How is giving Bramma 640% to 960% damage increase is going to be good for the game?

Oh mind you DE hasn't noticed that other elephant in the room. If DE wasn't happy with 30% of the upper level players using Kuva Nukor, then they are just going to have to bite the pillow and take it when that number zips up to 70%-80% because no one is going to pass up the huge damage bonus of that those weapons give you access to.

Edited by ZenHare
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48 minutes ago, ZenHare said:

 

 

Any decent weapon will drop 3 to 4 statuses on a mob with one hit. ONE hit. One to two IP statuses (depending on the IPS damage spread) and two elemental status. With priming that goes to 7 to 8. (Nukor and Kuva Nukor are an instant 4 more.) That is going to give you 320% bonus to damage. Please tell me HOW OH HOW this is worse than PPP's 165%? I am waiting to hear your wonderful answer. And mind you that is not counting additional statuses from the warframe's abilities, companion, specter, lift or knockdown and statuses from other warframes in the team.

I am stunned by your comment. Powerful weapons don't need rivens giving them the same bonuses as weak weapons. This would be the most idiotic thing that DE could do. How is giving Bramma 640% to 960% damage increase is going to be good for the game?

Oh mind you DE hasn't noticed that other elephant in the room. If DE wasn't happy with 30% of the upper level players using Kuva Nukor, then they are just going to have to bite the pillow and take it when that number zips up to 70%-80% because no one is going to pass up the huge damage bonus of that those weapons give you access to.

name guns without rivens that get over 200% status, im calling bs

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28 minutes ago, (PSN)Spider_Enigma said:

name guns without rivens that get over 200% status, im calling bs

I think he's referring to multi-shot.

Bog standard Secondary builds have 2.8 Multi-shot. 3-4 status procs per mouse click isn't an exaggeration.

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Looking at these changes, i gotta say im not sure if your intent with closing the gun/blade divide is going to be the end result. The way your nerfing melee and with how the changes are overpowering guns is just going to have you come back in another update and nerf...sorry, rebalance what you just buffed. This happens every few updates and im sorry to have to tell you this but guns (all) arent balanced at all, currently you just try to make all of them useful but not great in end game content which absolutely  destroys the point of having anything locked by MR. Guns might have a better balance if they were balanced for the MR they become available which would clear much confusion on which gun should/could/would be useful for the level of content players are at. If new weapons were locked behind SP that was balanced for those at that level it would make SP more important or maybe give a damage boost based on MR (ex. MR 1 damage boost 1 so base damage MR 5 db 1.1 so a 10% increase in damage for MR 5,10,15,20,25,30 with MR30 db of 1.6) sure this will cause a divide in players but i dont think anymore than the division currently in place. Also this would make adding a sort by MR a needed addition. Im not trying to say your doing it wrong im just saying take look at the past changes with rebalancing involved and a lot of those changes didnt last or just made things worse or got rebalanced again in a later update. So ,please look at your approach to the issue of balanced content because something isnt gettting done/communicated correctly from the drawing board to the update.

 

Well after an opinion like that i think its time for the good side of things

 

I loved dog days again was able to get all the stuff this time around, the changes to railjack have been great and definitely in the right direction i cant wait to see how it plays after this update, love the visuals as always, load times have been great on the ps5, and a whole slew of other great things i cant think of at the moment (multiple sclerosis has negatively impacted my life in multiple ways and memory is one of them) but im sure my fellow Tenno can pitch in for those things we do like since im sure whoever reads these gets tired of comments about what we dont like.

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6 hours ago, Battle.Mage said:

how's that? good warframe skills or useful weapons don't need buffs!
on the page above it was explained exactly why this doesn't work at all .....

They don’t but you could use a combination of abilities to increase your overall dps. I just find it stupid that they are nerfing melee instead of just buff guns to be a good alternative. Honestly the only thing people are complaining about are grineer and other armour based enemies. You could kill corpus or infested with the right set up with just about anything 

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vor 7 Stunden schrieb (PSN)armaggeddoom123:

They don’t but you could use a combination of abilities to increase your overall dps. I just find it stupid that they are nerfing melee instead of just buff guns to be a good alternative. Honestly the only thing people are complaining about are grineer and other armour based enemies. You could kill corpus or infested with the right set up with just about anything 

at corpus, Demolisher Bursa caused at least some problems on SP. but for me it was max 2 hits with gunblade.

and even if I keep doing 2-3mil hit with mele on SP, it never bothered me. it's about action and loot! I'm not going to chew a mob for 1+ min.

besides, the beginners need the damage. especially against greener, as you say. i can clearly remember when i had serious problems with ammunition in 2013 and kept dying. it has nothing to do with having fun.

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vor 9 Stunden schrieb (PSN)armaggeddoom123:

They don’t but you could use a combination of abilities to increase your overall dps. I just find it stupid that they are nerfing melee instead of just buff guns to be a good alternative. Honestly the only thing people are complaining about are grineer and other armour based enemies. You could kill corpus or infested with the right set up with just about anything 

They should nerf grineer armor.

In my opinion it is a disgrace that we need more time to kill grineers than corpus or infested with the same anti-armor setup ( corrosion/viral+slash)

Steel path has only aggravated that problem.

The effective Health point increase for corpus and infested are 250%.

For grineer the eHP increase is 500%-625%. That is ridiculous and breaks the balance between the factions.

 

 

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