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Deconstructor Melee Modding Changes (Sisters of Parvos)


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Posted (edited)

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.

Edited by AvohkahTamer
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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?

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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?

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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.

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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.

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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.

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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.

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Posted (edited)

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.

Edited by Voltage
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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

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Posted (edited)

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.

Edited by Kamachi
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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

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"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?

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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.

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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?

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Posted (edited)
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.

Edited by (NSW)AintNothinButAHound
Was meant in reply to another comment. Quote added.
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Posted (edited)

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

Edited by Asdryu
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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 ....

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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…

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