AvohkahTamer Posted July 5, 2021 Share Posted July 5, 2021 I can understand removing completely irrelevant mods which don't have any effect (combo specific mods), and I can understand removing the hidden "stat stick" ability of using Sentinels to buff your regular melee (even if this makes sentinels even slightly less relevant compared to other companions) But why completely remove mods like Quickening, Gladiator Vice, and the Carnis/Jugulus/Saxum mods rather than just removing their set mod behavior when equipped on a sentinel? (as well as critical chance/damage mods, if any of these new companion weapons have the ability to crit) The combo-related effects of these mods are *secondary*, and they do have legitimate use for modding other melee stats such as attack speed and IPS + status. Combo features completely aside, we straight up won't have the freedom to mod our companion's weapon to similar values as we can on standard melee. Link to comment Share on other sites More sharing options...
ninjakivi2 Posted July 5, 2021 Share Posted July 5, 2021 If set mods no longer work on melee companion weapons, can we get a fix to things like Vigilante Mod Set mods working on companion guns as well? Link to comment Share on other sites More sharing options...
Philip Posted July 5, 2021 Share Posted July 5, 2021 4 minutes ago, JeffreyClover said: Finally! People now will stop abusing of gladiator mods in sentinels. Good fix. You say this as if it affected you at all? Link to comment Share on other sites More sharing options...
Nox_Terminus Posted July 5, 2021 Share Posted July 5, 2021 3 minutes ago, Floppion said: And so the divide between low crit melee and high crit melee is getting wider and wider.... and the status-only melee get weaker because of the meta melee using CO. Isn't it just grand? Link to comment Share on other sites More sharing options...
Aturixios Posted July 5, 2021 Share Posted July 5, 2021 4 minutes ago, (XBOX)The Neko Otaku said: Huh never knew the mods carried over to other weapons. Also nice seeing people getting mad over something small again. Ever heard of principle? People getting mad because DE "fixes" these things out of the blue but doesn't care about other, real and more game-changing, bugs that have been around for just as long if not longer. Link to comment Share on other sites More sharing options...
Spacedroner Posted July 5, 2021 Share Posted July 5, 2021 Okay cool but could you make Sentinels not complete trash and allow exalted weapons to be fully moddable? The glaring issue that this gladiator mod set-up was circumventing? No? Aight. Link to comment Share on other sites More sharing options...
Aturixios Posted July 5, 2021 Share Posted July 5, 2021 1 minute ago, ninjakivi2 said: If set mods no longer work on melee companion weapons, can we get a fix to things like Vigilante Mod Set mods working on companion guns as well? Yes please.... oh no wait, they want to buff guns so they'll probably just keep that how it is. Link to comment Share on other sites More sharing options...
(NSW)Vicghost Posted July 5, 2021 Share Posted July 5, 2021 Fixing a complete non-issue without addressing the bigger picture, as expected. Link to comment Share on other sites More sharing options...
(NSW)But_A_Helgi Posted July 5, 2021 Share Posted July 5, 2021 Sad to see the Gladiator set stick go. Any chance the other set mods on Sentinel weapons (Vigilante comes to mind) will be looked at as well? If Gladiator-sticking is getting the boot, then it should be consistent at least. Otherwise this'll just make Helios less appealing while gun-based sentinels still get the Vigilante set bonus for you. Link to comment Share on other sites More sharing options...
Voltage Posted July 5, 2021 Share Posted July 5, 2021 If you're going to fix these oversights, please fix stat sticks and Riven Mods affecting unrelated abilities and other sentinel weapons increasing the set bonus of other weapons (such as Vigilante). If Gladiator mods carrying over from my sentinel weapon to my melee is unintentional (which is a very fair oversight to fix), then so are Jaw Sword, Mire, Laser Rifle or any other Riven Mods affecting Landslide, Whipclaw, Shattered Lash, Vaporize, and other weapon abilities that scale off equipped mods. Likewise, removing the functional oversight for other set mods to benefit from sentinel weapons would be consistent and be a step toward solving the problem that arose in the first place. The maximum potential of your abilities should absolutely not rely on a Riven disposition. Likewise, creating suboptimal weapon builds to "stat stick" for an ability is equally unhealthy for the player's arsenal. Allowing players to mod abilities separately like what was done to Exalted Blade and other exalted weapons is the best way to go for these problems. Fixing Xoris back when it released (which was good for the game) while ignoring the root problem (allowing any mods to affect other items in your arsenal when not within the mod's description) has created the very inconsistency and "age-old" problem that builds up to be years old in the first place. I want to reiterate that this is a healthy change for the game, but you need to apply this consistently. The longer you ignore the scope of the whole problem, the worse it becomes. Link to comment Share on other sites More sharing options...
paul5473 Posted July 5, 2021 Share Posted July 5, 2021 At this point address the problem and not nerf or patch work arounds Link to comment Share on other sites More sharing options...
Aturixios Posted July 5, 2021 Share Posted July 5, 2021 Just now, (NSW)AintNothinButAHound said: Sad to see the Gladiator set stick go. Any chance the other set mods on Sentinel weapons (Vigilante comes to mind) will be looked at as well? If Gladiator-sticking is getting the boot, then it should be consistent at least. Otherwise this'll just make Helios less appealing while gun-based sentinels still get the Vigilante set bonus for you. But no, they want to buff guns... they'll intentionally ignore gun set mods Link to comment Share on other sites More sharing options...
JoJoshuee_DesK Posted July 5, 2021 Share Posted July 5, 2021 hace 9 minutos, OkamiKage98 dijo: another melee nerf? lets gooooooo why not jsut delete combocounter mods? xD io mean common... they are worthless now Lol, read the OP again boi hahaha Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted July 5, 2021 Share Posted July 5, 2021 Nice to see attention being brought to sentinel weapons. With that said, can you perform a balance pass on current sentinel weapons? Most are very underpowered, which leads to utility ones being the best option. Link to comment Share on other sites More sharing options...
fo3nixz Posted July 5, 2021 Share Posted July 5, 2021 so future of statsticks looks grim Link to comment Share on other sites More sharing options...
Kamachi Posted July 5, 2021 Share Posted July 5, 2021 Interesting... Any chance of addressing a few other issues such as the shield-gating cheese with decaying dragon keys, exalted melee abilities being extremely underwhelming and the interaction of rivens on stat sticks or indeed stat sticks in general? We really shouldn't be in the position that we have to build a melee weapon a certain way to make particular abilities viable at higher levels. Link to comment Share on other sites More sharing options...
(NSW)But_A_Helgi Posted July 5, 2021 Share Posted July 5, 2021 Sidenote, wasn't the melee mods on Deconstructor triggering for other pets a visual bug? As in, they didn't affect gameplay at all? Hoping I'm wrong on this front. Link to comment Share on other sites More sharing options...
.durandle. Posted July 5, 2021 Share Posted July 5, 2021 21 minutes ago, [DE]Rebecca said: Gladiator Might Gladiator Vice Carnis Mandible Jugulus Barbs Saxum Thorax these mods should still be useable on companion melee just have the set part removed when modding companion melee or other wise indicate that they do not count to set effects as these are mods that are worth using for just their front face (okay gladiator might is useless on deconstructor sure but if the new companion melee are at all crit focused then it will be a valid mod to consider) as it is i would probably be using Carnis Mandible on my deconstructor prime if i did not have a riven for it even if half of that mod only effects 1/3 shots (and honestly not that well either) if the new companion melee are focused on only 1 IPS damage type and status focused then the IPS+status set parts from deimos will be worth considering will be valid mods to consider every other mod you mentioned i think is a very fair and valid thing to not be allowed to use but by the same logic you should not be letting us use mods like fulmination on secondaries that do not have explosive effects but that was a reasonably recent change you made to let us do that Link to comment Share on other sites More sharing options...
roman- Posted July 5, 2021 Share Posted July 5, 2021 "invisible hopping"?! What about warframe gladiator mods, let's not pretend this was unintended, you knew for years. And you deliberately waited a day before to announce this? What about rivens on stat sticks then? Are you going to fix that on the same grounds, Reb? Link to comment Share on other sites More sharing options...
Jarriaga Posted July 5, 2021 Share Posted July 5, 2021 Good, DE. Now please address the Decaying Dragon Key + Rolling Guard exploit. All Dragon keys are supposed to be handicaps, not advantages due to how shield gating works now. Link to comment Share on other sites More sharing options...
DebrisFlow Posted July 5, 2021 Share Posted July 5, 2021 28 minutes ago, [DE]Rebecca said: As a result the following Mods will be incompatible with the upcoming three Hound weapons and retroactively will no longer work with the Deconstructor and Deconstructor Prime Does this mean that it will be impossible to equip them on the companion (hard block with red flickering warning when trying in arsenal segment) or will unaware players still be able to equip them with no benefit? Link to comment Share on other sites More sharing options...
(NSW)But_A_Helgi Posted July 5, 2021 Share Posted July 5, 2021 5 minutes ago, .Khaos. said: But no, they want to buff guns... they'll intentionally ignore gun set mods Honestly just upset at the change to begin with. The least that can be done is making it consistent, but I'm not expecting anything to be done. Sad days, mang. Right before the day it drops, too. Link to comment Share on other sites More sharing options...
Asdryu Posted July 5, 2021 Share Posted July 5, 2021 Ah, yes. The important "fix" How about we fix edge grabbing, air melee combos and holstering for once? Then I'll start considering stop bashing and memeing about no fun allowed, 'cause this is what it looks like Link to comment Share on other sites More sharing options...
Messkoo Posted July 5, 2021 Share Posted July 5, 2021 Has hallways, a fix half done .... gladiators mods removed but not vigilant mods ... And when the effect people are searching is the set effect not the mod itself, just remove the set bonus if installed on compagnon, but not olny for gladiator and carnis mods, but for all non companion set mods .... Link to comment Share on other sites More sharing options...
(PSN)RuTweN Posted July 5, 2021 Share Posted July 5, 2021 34 minutes ago, [DE]Rebecca said: Hi Tenno, The Sisters of Parvos update will bring three new Modular Hound Companions, each with a unique Melee weapon. While reviewing these Companion Weapons, we noticed the Helios-old problem that there’s a lot of Melee Mods that you can equip, but don’t really function on companion Melee. There’s also some ‘invisible gear hopping’ where if you put Mods on your Deconstructor (or Prime), the carry over to your Melee which is a many-year-old oversight we’ve lived with, but are approaching changes more thoroughly with this Update and as a result we’re patching up this behaviour. These are mostly Mods that deal with combos or heavy attacks, since Companions do not have these features as well as other certain outliers. As a result the following Mods will be incompatible with the upcoming three Hound weapons and retroactively will no longer work with the Deconstructor and Deconstructor Prime: Amalgam Organ Shatter Corrupt Charge Enduring Strike Body Count Blood Rush Dispatch Overdrive Drifting Contact Energy Channel Finishing Touch Focus Energy Focused Defense Guardian Derision Killing Blow Life Strike Maiming Strike Parry Quickening Reflex Coil Relentless Combination Seismic Wave True Punishment Weeping Wounds Gladiator Might Gladiator Rush Gladiator Vice Carnis Mandible Jugulus Barbs Saxum Thorax Motus Impact Proton Snap Tek Gravity Strain Infection If you are planning on fixing oversights…maybe you should look at fixing all the pets and make them viable. Look at smeeta usage compared to other pets… Link to comment Share on other sites More sharing options...
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