[DE]Megan Posted March 13 Posted March 13 (edited) Hello, Tenno! Devstream #177 noted a handful of quality-of-life changes for the upcoming update: Dante Unbound! This Dev Workshop aims to provide you with a written outline of these changes and note some new ones that have developed since the Devstream. Let’s get into it! Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes. LOKI ABILITY CHANGES Decoy now also draws 15% of the Health and Shield totals of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. This should make Decoy much more useful in higher-level missions, as it can survive a lot more exposure to enemy attacks! via GIPHY Additionally, Switch Teleport will no longer root you in place after the teleport and will now grant you a short burst of movement speed at 50% increased speed for 5 seconds, scaled by Strength and Duration. via GIPHY MIRAGE ECLIPSE & PRISM CHANGES Eclipse After Devstream 176, we asked the community their preference for adjusting Mirage’s Eclipse. As a refresher, Eclipse changes its effect based on the light level surrounding the player, but this effect does not work correctly with GI lighting and open landscapes. The consensus from players was to change the Light / Dark functionality to a toggle, so that is what we’re doing! Here’s a look at how this manifests for Mirage’s Eclipse: How it works: Tapping Eclipse provides the Lunar Eclipse buff (Increased Damage Reduction). Holding Eclipse provides the Solar Eclipse buff (Increased Weapon Damage). Scaling change: Since the ability no longer depends on level lighting to determine the buff type, the buffs themselves also no longer scale based on light level. Instead, their previous maximum effect is now the base (affected by Ability Strength): Solar Eclipse now has a base 200% increased Weapon Damage. Lunar Eclipse now has a base 75% Damage Reduction. We have lowered the Damage Reduction cap to 90% (previously 95%) to bring it in line with other Damage Reduction abilities (Gara’s Splinter Storm, Citrine’s Preserving Shell, etc.). Helminth Diminished Effectiveness Change: Eclipse has been one of the most popular Helminth abilities, so by fixing its unreliability related to light sources and making its buffs guaranteed, a rebalance was in order to compensate. This change does not affect the ability for Mirage, only when applied from Helminth. Solar Eclipse has a base 30% increased Weapon Damage. This was previously 150%, it was reduced to match the Diminished Effectiveness of Rhino’s Roar. Lunar Eclipse has not changed. It still provides a base 75% Damage Reduction. The Damage Reduction cap also remains the same at 75%. You may be asking yourself, why choose to Subsume Eclipse over Roar? Roar also affects Abilities and double dips on damage over time. If pure damage is the goal, one would probably choose Roar. Eclipse can switch between defensive and offensive buffs for situational gameplay choices. The idea is they are equal-ish for weapon damage. Prism In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which poses the same inconsistency issues that Eclipse suffered from. The team has reviewed and made similar changes: Remove damage scaling based on environmental lighting. Prism now has extrinsic synergy with Eclipse! If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%. If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency. GARA PASSIVE CHANGE Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes: When casting an ability, there’s a base 15% chance to radially blind nearby enemies for 10s. Each cast without a blind increases your chances by 20% until it creates a radial blind. NOURISH HELMINTH CHANGE Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.” Nourish when Infused via Helminth now has the following alterations: Energy Multiplier has been reduced from 2x to 1.6x. Viral Damage Buff has been reduced from 75% to 45%. Everything else related to Nourish through the Helminth remains unchanged. In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers! ENEMY BONEWIDOW CHANGES The Bonewidow finally joins in with the Voidrig in the enemy Necramech changes. Like Voidrigs, Bonewidows now receive damage anywhere (with damage attenuation) instead of just their weak points. When their weak points are targeted, they’ll receive increased damage. The intent is to ensure Bonewidow fights are less taxing while maintaining a benefit to weak point damage. Since it’s susceptible to all attack points, damage attenuation (maximum damage per instance and per second caps) was added to maintain a level of difficulty and to prevent one-shots Bonewidow weak points had their looks updated to highlight them better. The weak points now appear as vials filled with a liquid substance that can be targeted and destroyed. Enemy Bonewidow’s Shield Maiden ability has similarly seen some changes! We’ve improved the hitbox of its Shield, so shooting and destroying it is easier. Additionally, new VFX will appear when you damage the Shield to improve readability when it’s near breaking, and Bonewidow will stagger when its Shield is broken. DISRUPTION ACCESSIBILITY CHANGES Disruption is receiving changes to better accommodate audio issues! While players engage with Disruption, we know there have been requests to de-emphasize the audio element that dictates where the Demolyst is originating. So, with accessibility in mind, Disruption is receiving the following changes: When the Demolyst beeps are heard in-game, an enemy marker will fade in and out in the direction of the Demolyst The closer you get to the Demolyst, the more permanent the enemy marker becomes. Within line of sight, the enemy marker stays permanent. The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts. Our intention is to better support those who may struggle with audio cues by improving accessibility and gamemode design. ARSENAL QOL CHANGE: CUSTOMIZATION FOR “INVISIBLE” WARFRAMES Warframes now have Invisibility customization—no longer will you have to be strictly transparent! Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options within their Auxillary Attachment menus! Instead of Invisibility being strictly see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character. Invisibility colorization is affected by the primary Energy color of your Warframe, should you select a choice that is affected by coloring. Option A: Semi-Transparent Option B: Non-Transparent with Glow NETRACELL DROPTABLE ADJUSTMENTS Netracell Drop Tables are being adjusted as part of Community feedback from Whispers in the Walls that the high-value rewards (Archon Shards) were too rare and potentially realistically unobtainable. We’re removing all non-exclusive Arcanes from the Drop Tables, and the remaining items will have their drop rates adjusted accordingly. The Official Warframe Drop Table site will be updated accordingly with Dante Unbound to reflect these adjustments. OMNIA VOID FISSURES A new variant of Void Fissure has appeared! Found on Star Chart Nodes previously untouched by Void Fissures, a new, powerful Omnia Fissure will appear, allowing Tenno to crack Lith, Meso, Neo, or Axi Relics, whatever they choose! Just like other Fissure types, there will be one Omnia Fissure available at all times on both standard and Steel Path difficulties. Tenno must have access to the respective node on the Star Chart in order to access the correlating Omnia Fissure, including any Quests necessary for the node: The War Within Quest for Lua Angels of the Zariman Quest for Zariman Whispers in the Walls Quest for Albrecht’s Laboratories Omnia Fissures can be found on: Lua: Yuvarium (Conjunction Survival) Lua: Circulus (Conjunction Survival) Zariman: Everview Arc (Void Flood) Zariman: Tuvul Commons (Void Cascade) Albrecht’s Laboratories: Cambire (Alchemy) Albrecht’s Laboratories: Persto (Survival) THE STEEL PATH: ZARIMAN & ALBRECHT’S LABORATORIES BOUNTIES The Steel Path arrives to the Zariman and Cavia Bounties alike. Accessing the Steel Path variants is possible through a selection UI when speaking to a Bounty Giver. With Steel Path Bounties you’ll earn more Standing from The Cavia bounties, while The Holdfasts will net you more Voidplume Quills. This list is not exhaustive, there is much more QOL planned for Dante Unbound to look forward to, such as New Player Path Improvements, changes to UI selection screens, Orbiter Fast Travel, Corrupted Jackal changes (Circuit), Melee Slam Changes, and much more! Official patch notes will provide full details. Thanks, Tenno! Edited March 13 by [DE]Megan fixed decoy text 51
Drachnyn Posted March 13 Posted March 13 vor 8 Minuten schrieb [DE]Megan: DISRUPTION ACCESSIBILITY CHANGES Disruption is receiving changes to better accommodate audio issues! While players engage with Disruption, we know there have been requests to de-emphasize the audio element that dictates where the Demolyst is originating. So, with accessibility in mind, Disruption is receiving the following changes: When the Demolyst beeps are heard in-game, an enemy marker will fade in and out in the direction of the Demolyst The closer you get to the Demolyst, the more permanent the enemy marker becomes. Within line of sight, the enemy marker stays permanent. The red Conduit is now yellow to better prompt visual clarity between the icons and Demolysts. Huge change, thank you so much for doing this. 17
TeaHands Posted March 13 Posted March 13 (edited) 12 minutes ago, [DE]Megan said: ARSENAL QOL CHANGE: CUSTOMIZATION FOR “INVISIBLE” WARFRAMES Warframes now have Invisibility customization—no longer will you have to be strictly transparent! Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia etc) will now find customization options within their Auxillary Attachment menus! Instead of Invisibility being strictly see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character. Invisibility colorization is affected by the primary Energy color of your Warframe, should you select a choice that is affected by coloring. I've been waiting for this for so long. THANK YOU!! Edit: the lightning on the Orbiter looks pretty slick in those screenshots ;D Edited March 13 by TeaHands 13
Waeleto Posted March 13 Posted March 13 12 minutes ago, [DE]Megan said: Energy Multiplier has been reduced from 2x to 1.6x. Viral Damage Buff has been reduced from 75% to 45%. PAIN 20
-AoN-CanoLathra- Posted March 13 Posted March 13 (edited) 20 minutes ago, [DE]Megan said: Prism In its current form, Prism's damage scaling is affected by environmental lighting at Mirage's position, which poses the same inconsistency issues that Eclipse suffered from. The team has reviewed and made similar changes: Remove damage scaling based on environmental lighting. Prism now has extrinsic synergy with Eclipse! If Solar Eclipse (Weapon Damage) is active, Prism’s damage is increased by 100%. If Lunar Eclipse (Damage Reduction) is active, then the Energy per second cost of Prism is reduced by 50%. This Energy cost is calculated after Ability Efficiency is considered, allowing it to exceed the normal cap for Efficiency. Does this mean that Prism no longer scales up its damage over time? Or that it only scales up while Solar Eclipse is active? Edited March 13 by -AoN-CanoLathra- 9
_GoodLuck_ Posted March 13 Posted March 13 17 minutes ago, [DE]Megan said: NOURISH HELMINTH CHANGE Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.” Nourish when Infused via Helminth now has the following alterations: Energy Multiplier has been reduced from 2x to 1.6x. Viral Damage Buff has been reduced from 75% to 45%. Everything else related to Nourish through the Helminth remains unchanged. In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers! Thanks for nerf. I'd additionally reduce duration in half to make it complete trash just like 90% of helminth abilities. 23
Voltage Posted March 13 Posted March 13 (edited) Is there any possibility Prism could be changed to either a duration or drain? Having both is quite dated, especially with the low base duration and relatively less performance compared to weapon AoE, especially since the blind nerfs several years ago and the nerfs to general CC lately as well. Edited March 13 by Voltage 24
TeaHands Posted March 13 Posted March 13 (edited) 16 minutes ago, Waeleto said: PAIN Yeah, now instead of giving us an Energy Multiplier, Viral Damage, and a Viral AoE. All we get is an Energy Multiplier, Viral Damage, and a Viral AoE. We'll never recover from this one. Edited March 13 by TeaHands 62
_GoodLuck_ Posted March 13 Posted March 13 2 minutes ago, TeaHands said: Yeah, now instead of giving us an Energy Multiplier, Viral Damage, and a Viral AoE. Now all we get is an Energy Multiplier, Viral Damage, and a Viral AoE. We'll never recover from this one. Spoiler Usage stats won't change. They will nerf the ability to 1.1x energy multiplier and 10% viral damage. 1
-AoN-CanoLathra- Posted March 13 Posted March 13 21 minutes ago, [DE]Megan said: NOURISH HELMINTH CHANGE Nourish is by far the most popular Helminth ability, so we felt it was necessary to reduce its effectiveness slightly for the Helminth version only. Our goal is not to make this ability unusable but to avoid situations where it feels like “you’re playing wrong if you’re not using Nourish.” Nourish when Infused via Helminth now has the following alterations: Energy Multiplier has been reduced from 2x to 1.6x. Viral Damage Buff has been reduced from 75% to 45%. Everything else related to Nourish through the Helminth remains unchanged. In light of the changes, upon downloading the update and logging in you will receive an inbox message containing Helminth Secretion resources. We recognize past resource investment needed to infuse Nourish onto your Warframes and want to provide some compensation. Patch notes will provide the exact numbers! 1.6x is quite low. I was expecting 1.75 or 1.8. At 1.6, scaling with strength is low enough that you would need at least +400% strength to reach what used to take only +100% (at a nerf to only 1.75x, it would only require +300%, a far more reasonable strength value to reach). That's a major nerf to something that is pure utility. if anything, I expected a larger nerf to the damage buff, as that still remains very strong with the provided numbers, with the only stronger elemental buffs from Helminth requiring an augment. Now the only frames that will be using it are the frames that can already guarantee high energy generation for themselves, like Gyre and Styanax, to multiply it to a usable value. For all frames that don't have reliable energy and were already relying on energy orbs and/or super high efficiency, it is now better to go back to arcane energize, since it multiplies most energy orbs by 7 (large orbs are multiplied by 4), or using Equilibrium if the frame generates health orbs. Nourish is now only useful on frames that can use the viral damage, as opposed to before where it was useful for patching up the horrible energy economy many older frames have. Even as a multiplier on the other energy creation methods you are better off just running a second energy generation method and using your helminth slot for something else, like damage or defense. 15
MerlintheAgeless Posted March 13 Posted March 13 (edited) 16 minutes ago, -AoN-CanoLathra- said: 1.6x is quite low. I was expecting 1.75 or 1.8. At 1.6, scaling with strength is low enough that you would need at least +400% strength to reach what used to take only +100% (at a nerf to only 1.75x, it would only require +300%, a far more reasonable strength value to reach). Edit: Wait, Nourish is a percent boost not a multiplier...are they changing something? or did they just write it weird? Edited March 13 by MerlintheAgeless
SteveCutler Posted March 13 Posted March 13 (edited) 42 minutes ago, [DE]Megan said: Additionally, Decoy now also draws 15% of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. I think you accidentally a word? Was this supposed to be "15% of enemies armor"? Edited March 13 by SteveCutler
L115A3_XB1 Posted March 13 Posted March 13 21 minutes ago, -AoN-CanoLathra- said: Does this mean that Prism no longer scales up its damage over time? Or that it only scales up while Solar Eclipse is active? basically eclipse scales off light and its internal buff , its basically gonna be bufed by eclipse instead but retain the internal buff it gets from itself
Gandalf_White Posted March 13 Posted March 13 (edited) There really was no reason to nerf helminth eclipse so hard to the ground... Nobody ever used it for damage reduction, 75% reduction is useless on higher levels. Something around 75% to make it match the damage reduction would have been more reasonable. Edited March 13 by Gandalf_White 10
[DE]Megan Posted March 13 Author Posted March 13 (edited) 18 minutes ago, SteveCutler said: I think you accidentally a word? Was this supposed to be "15% of enemies armor"? No, this references the amount of enemies (15%) that Decoy will essentially aggro within that range by drawing their attention. Fixed wording: Decoy now also draws 15% of the Health and Shield totals of enemies within a base of 15m, scaling with Ability Strength and Range, respectively. Edited March 13 by [DE]Megan edited my comment 16
Arbitrary Posted March 13 Posted March 13 2 minutes ago, [DE]Megan said: No, this references the amount of enemies (15%) that Decoy will essentially aggro within that range by drawing their attention. Is this a "hard" aggro like what Resonator does? I assume this would be in addition to Decoy's current increased aggro level, not a replacement. 1
Voltage Posted March 13 Posted March 13 1 minute ago, [DE]Megan said: No, this references the amount of enemies (15%) that Decoy will essentially aggro within that range by drawing their attention. Maybe this is just worded weird, but this sounds like a huge nerf for Decoy for those who understand the current aggro strength. Plague Star makes great use of the current functionality :( 3
---RNGesus--- Posted March 13 Posted March 13 (edited) 53 minutes ago, [DE]Megan said: NETRACELL DROPTABLE ADJUSTMENTS Netracell Drop Tables are being adjusted as part of Community feedback from Whispers in the Walls that the high-value rewards (Archon Shards) were too rare and potentially realistically unobtainable. We’re removing all non-exclusive Arcanes from the Drop Tables, and the remaining items will have their drop rates adjusted accordingly. The Official Warframe Drop Table site will be updated accordingly with Dante Unbound to reflect these adjustments. My cries have been heard. Why keep the melee adapter though? It's purchasable with standing and pretty sure will ruin the runs. Edited March 13 by ---RNGesus--- 11
Zedar451 Posted March 13 Posted March 13 47 minutes ago, [DE]Megan said: NETRACELL DROPTABLE ADJUSTMENTS Netracell Drop Tables are being adjusted as part of Community feedback from Whispers in the Walls that the high-value rewards (Archon Shards) were too rare and potentially realistically unobtainable. We’re removing all non-exclusive Arcanes from the Drop Tables, and the remaining items will have their drop rates adjusted accordingly. Could you clarify what will happen with our 5 Netracell "credits" when these changes + Deep Archimidea go live? What I'm getting at is, should we plan to hold our "credits" for that week until the 27th to take advantage of the new stuff? Or will there be a mid-week reset, or maybe a delay in the changes taking effect until the next weekly reset? 6
Dzecar Posted March 13 Posted March 13 53 минуты назад, [DE]Megan сказал: Omnia Fissures can be found on: Lua: Yuvarium (Conjunction Survival) Lua: Circulus (Conjunction Survival) What is the point in only having survival fissures on Lua? Why not disruption that everyone actually wants? 21
trombocyc Posted March 13 Posted March 13 53 minutes ago, [DE]Megan said: OMNIA VOID FISSURES A new variant of Void Fissure has appeared! Found on Star Chart Nodes previously untouched by Void Fissures, a new, powerful Omnia Fissure will appear, allowing Tenno to crack Lith, Meso, Neo, or Axi Relics, whatever they choose! Just like other Fissure types, there will be one Omnia Fissure available at all times on both standard and Steel Path difficulties. Tenno must have access to the respective node on the Star Chart in order to access the correlating Omnia Fissure, including any Quests necessary for the node: The War Within Quest for Lua Angels of the Zariman Quest for Zariman Whispers in the Walls Quest for Albrecht’s Laboratories Omnia Fissures can be found on: Lua: Yuvarium (Conjunction Survival) Lua: Circulus (Conjunction Survival) Zariman: Everview Arc (Void Flood) Zariman: Tuvul Commons (Void Cascade) Albrecht’s Laboratories: Cambire (Alchemy) Albrecht’s Laboratories: Persto (Survival) Ymm, so we only get 6 nodes? No non-endless missions? No mirror defence nor Void Armageddon? 9
[DE]Megan Posted March 13 Author Posted March 13 6 minutes ago, Voltage said: Maybe this is just worded weird, but this sounds like a huge nerf for Decoy for those who understand the current aggro strength. Plague Star makes great use of the current functionality :( Apologies - I've clarified the post! Nothing has changed with Decoy's aggro. 6
--I--Tethys Posted March 13 Posted March 13 22 minutes ago, -AoN-CanoLathra- said: That's a major nerf to something that is pure utility. energy is not 'pure utility' energy directly translates into your ability uptime, which correlates with your effectiveness ingame. 19
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