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Dev Workshop: Koumei & The Five Fates - Companion Reworks


[DE]Momaw
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Hey Tenno!

As per Devstream 181 from the Tokyo Game Show, here's the full and exhaustive details on upcoming changes that are going live with the Koumei and the Five Fates update, regarding Companions. Our overall goal with this update is to address Quality of Life and Balance problems that have become apparent over the last few years. If you would prefer a quick summary then check out this VIDEO, or read the Workshop text for the full details.

 


Note that this information is up to date as of the day of posting but it is a preview of coming features. Please read this as our plans and intentions, not a final reference: some specifics may change.

Given the large number of coming changes, when the update launches you can look forward to an inbox message containing 5 free Forma to help you adapt your Companions!

 

Beast companions gain a moddable weapon
First up, we're adding a separate weapon slot to all your non-sentinel pets. (Except Hounds, who already had one). A common complaint that we have heard is that there's not enough mod slots for pets that don't have a separate weapon, because the same slots are used by Precept mods, survivability mods, and damaging mods. We absolutely agree that this is a problem!

  • When you start the game you will automatically receive a Beast-specific weapon for each of your Beast companions. This does not take inventory space or cost you any resources.
  • Beast weapons will gain affinity and rank up, but they will not contribute toward your overall Mastery.
  • Posture Mod slot for Beast melee weapon alters overall behavior, gives extra capacity for modding.

As a result of this change, different Companions now have updated unique weapon stats based on their individual type instead of being identical:

  • Kubrows:
    • Previously ALL types of Kubrows: Damage 304, Status 5%, Critical 10%/3x.
    • Chesa Kubrow: Damage 275, Status 15%, Critical 15%/1.5x
    • Huras Kubrow: Damage 350, Status 5%, Critical 20%/3.5x
    • Raksa Kubrow: Damage 250, Status 20%, Critical 7.5%/2.5x
    • Sahasa Kubrow: Damage 300, Status 5%, Critical 10%/3x
    • Sunika Kubrow: Damage 550, Status 7.5%, Critical 7.5%/3.5x
  • Predasites:
    • Previously ALL types of Predasites: Damage 304, Status 5%, Critical 10%/3x
    • Medjay Predasite: Damage 350, Status 20%, Critical 10%/3x
    • Pharaoh Predasite: Damage 325, Status 25%, Critical 7.5%/2.5x
    • Vizier Predasite: Damage 300, Status 30%, Critical 5%/2x
  • Kavats:
    • Previously ALL types of Kavats: Damage 80, Status 7.5%, Critical 20%/2x
    • Adarza Kavat: Damage 90, Status 5%, Critical 30%/2.5x
    • Smeeta Kavat: Damage 80, Status 7.5%, Critical 20%/2x
    • Vasca Kavat: Damage 110, Status 25%, Critical 15%/2x
  • Vulpaphyla:
    • Previously ALL types of Vulpaphyla: Damage 80, Status 7.5%, Critical 20%/2x
    • Crescent Vulphaphyla: Damage 100, Status 17.5%, Critical 22.5%/2x
    • Panzer Vulpaphyla: Damage 90, Status 12.5%, Critical 25%/2x
    • Sly Vulpaphyla: Damage 80, Status 20%, Critical 20%/2x
  • Helminth Charger: Previously 350 Damage, now 200 Slash damage plus an additional non-combining 50 Toxin damage
  • Hounds: Hound companions already had a moddable weapon, but we rebalanced these from a base of 152 Damage to a base of 300 Damage.

Please note that, while these weapons are now moddable, we did not add them to the Riven system nor do we have current plans to. With so many extreme changes to Companions all at the same time, we want to let the dust settle a bit before evaluating.

 

AI changes

  • Pets would previously follow behind you while moving, which made it harder to notice them around and put them further away from enemies when combat started. Pets will now try to lead you instead, staying a few meters ahead while you are moving so they are ready to attack when combat starts.
  • Base speed of companions with legs has been significantly increased
  • Pets would previously choose targets in a complete circle around the player. This means that when using their abilities or making attacks, they weren't even on screen so it was hard to appreciate them being useful. This has been tuned so that pets will prefer to choose targets that are near you and in your field of view.
  • When selecting a new target to attack, pets now gain a speed boost on their way to the target while off-screen (to reduce the time it takes them to engage).
  • Improved pet animations while following the player through bullet jumps and double jumps so that they animate more quickly and fluidly.


Changes to Companion Precepts
Many Companion Precept effects are currently too small or too brief to be really beneficial. We want your choice of companion to feel more meaningful and for your companion to contribute in a more visible way, so there are a whole lot of buffs to get through.

There is one notable Precept that will need some special explanation. Out of respect for our readers, let's get that out of the way first:

  • Charm (SMEETA Kavat): The resource and credit pickup multiplier has been removed from Charm and promoted to being its own separate precept Mod (Loyal Retriever,) equippable on all Beasts. Charm's chance to provide a buff on activation has been increased to 40%. The available buffs are:
    • 25% chance of Reinforced Shield
    • 25% chance of Instant Reload (re-rolled if your current weapon doesn't need to reload)
    • 10% chance of Bonus Critical Chance buff
    • 10% chance of Free Ability Casts
    • 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x)
  • Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready.
    • If you already own a Smeeta then you will receive Loyal Retriever for free automatically. In the future, this will be purchased with Conservation tags from the Earth Conservation vendor.
    • We chose 13% as being the statistical average of what amount of time Charm's resource bonus would be active.

We know Smeeta is very popular so it's important we explain why this change is happening. There are two reasons.

One: In a game with so much variety, we never want a specific choice of equipment to dominate our community. For some players, collecting loot is the most important part of any mission so anything that contributes to giving you MORE loot is so important that no alternatives can compete. Our intent is that opening the resource boosting part of Charm to all Beasts will increase your freedom in pet selection.

And two: Charm’s randomness encouraged players to “wait for buff” in a way that was counter to Warframe’s speed and fluidity. It was advantageous to allow resources to pile up in the level, deliberately NOT picking them up until Charm gives the resource buff, which could take minutes. The resource buff could even stack, creating random chances on top of random chances, slowing down the game even more. In our fast-paced game about space ninjas, we want to reward players who are mobile and actively engaging with enemies, so we have re-engineered the effect to be always active.

There are many other Precepts to get through but none that need so much explanation. On with the list!

  • Acidic Spittle (VIZIER Predasite):
    • Increased the projectile speed and accuracy, and always applies Corrosion status to its target now.
  • Anabolic Pollination (PHARAOH Predasite):
    • Increased the lifetime of the spore clouds from 6 seconds to 10 seconds, and increased the duration of the damage buff from 10 seconds to 15 seconds.
  • Anti-Grav Grenade (MOAs):
    • Effect radius doubled from 3m to 6m, effect duration doubled from 3 seconds to 6 seconds.
    • Fixed the math which was not giving the correct damage bonus based on the mod's rank, nor was it considering damage against shields
  • Coolant Leak (Robotic Companions):
    • Formerly slowed enemies down by 10% when they were within 3 meters as a constant aura.
    • Now hits enemies within 10 meters with 40 damage and 3 stacks of Cold status, with a 10 second cooldown.
    • Changed from cost of 4 Mod points and no ranks, to having a base of 2 Mod points and 3 ranks.
  • Crescent Charge (CRESCENT Vulpaphyla):
    • Lifts target into the air, and throws that target at another nearby enemy doing damage of 20% of its Max Health plus the Vulpaphyla's weapon damage in a 5 meter radius.
    • Removed the Vulnerability effect since it becomes much harder to capitalize on when the enemy is getting thrown around, and replaced with 5 stacks of Puncture status on affected enemies.
  • Dig (SAHASA Kubrow):
    • Your Kubrow can now dig up Heavy Weapon ammo packs if you need them.
  • Endoparasitic Vector (PHARAOH Predasite):
    • Projectile now homes in on its target and creates visible tentacles attaching to the held victims.
    • Can now attach to enemies that enter the radius after the projectile connects. Tentacle grab range doubled from 5m to 10m.
    • Fixed the Precept being able to apply Slow to VIP enemies that should be immune to Slow; fixed being able to Slow allies if they were in range; fixed the damage type being incorrect, fixed the Precept failing to attach to targets sometimes.
  • Ghost (SHADE Sentinel):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends. If you move back within range of enemies, invisibility will be sustained.
  • Infectious Bite (MEDJAY Predasite):
    • Spores now explode immediately if they absorb more damage than the victim has Health, and inflict a portion of the absorbed damage in a 3 meter radius (100% at max rank).
  • Looter (CARRIER Sentinel):
    • Maximum range increased from 12 meters to 22 meters, and the description updated to clarify that it functions as a wave rather than the sentinel shooting each crate individually.
  • Hunt (HURAS Kubrow):
    • Now drags enemies within 2 meters of its charge and staggers within 3 meters, and uses the pet's weapon damage.
  • Mischief (SMEETA Kavat):
    • In addition to its previous effects, Mischief's decoy now Blinds enemies within 8 meters when the decoy is destroyed.
  • Negate (WYRM Sentinel):
    • Allowed Manifold Bond's cooldown reduction to apply to Negate's cooldown timer
  • Neutralize (CHESA Kubrow):
    • Instead of disarming a single enemy, it now disarms and staggers in a 10m radius
  • Paralytic Spores (MEDJAY Predasite):
    • The initial damage now scales off the pet's equipped weapon. In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers.
  • Savagery (SUNIKA Kubrow):
    • Previously: would enable Kubrow to make a high damage Finisher on a single enemy
    • Now: Kubrow will rapidly teleport between up to 8 enemies in a 10m radius, doing damage and briefly immobilizing them. All victims are knocked down at the end of Savagery.
  • Scan Matter (OXYLUS Sentinel):
    • The duration and cooldown time for showing resources containers and mining locations has been removed, the effect is continuous now. Additionally it now breaks open one container within 60 meters every 3 seconds and automatically collects the contents.
  • Sense Danger (Kavats):  
    • Title changed to "Sense Weakness" because the Kavat is now the danger.
    • Kavat gains 200% bonus damage against highlighted enemies and Kavat attacks have a 30% chance to knock highlighted enemies down.
  • Shockwave Actuators (MOAs):
    • Reduced cooldown times to 25/20/15/10 seconds based on rank.
  • Survival Instinct (SLY Vulpaphyla): This Precept has been completely reworked.
    • Formerly reduced enemy accuracy against your Warframe until your next attack.
    • Now, when you bullet jump it creates a decoy which draws enemy fire for 1.5 seconds. 5 second cooldown time after creating a decoy.
  • Stalk (HURAS Kubrow):
    • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends. If you move back within range of enemies, invisibility will be sustained.
  • Stasis Field (MOAs):
    • Increased the radius of the Stasis from 5 meters to 10 meters, and made the visual effect more obvious.
    • Now also works on reducing the damage of hitscan weapons that hit you inside the bubble instead of only projectiles.
  • Territorial Aggression (Kavats):
    • Changed the effect from "pacifying wild creatures", to causing damage.
    • Your Kavat creates a 6 meter circle that lasts 15 seconds: enemies inside the circle have a 30% chance each second to be hit by a ghostly Kavat that does the same damage as your real Kavat.
  • Trample (HELMINTH Charger):
    • Leaves a trail of Virulence behind when charging that applies damage to enemies that touch the spikes.
  • Trample knocks down and applies Toxin to any enemies struck.
    • Helminth Charger also gains bonuses to health, armor, and damage for each enemy struck while charging.
    • Damage now properly scales with the effect of the Strain Fever Mod.
  • Unleashed (SUNIKA Kubrow):
    • Instead of targeting "VIP" enemies, a category which is somewhat poorly defined and doesn't come up very often, this will now target Eximus units, doing 300% damage against Overguard.
  • Volatile Parasite (Predasites):
    • In addition to its built in damage, Volatile Parasite now explodes for 100% of the damage absorbed while it is attached to the victim, with an additional 1.4x multiplier if the victim dies before the Volatile Parasite expires.
  • Whiplash Mine (MOAs):
    • Increased the speed of the projectile in flight, and made the MOA more intelligently choose its target to maximize the number of enemies in the tether radius.

 

New and updated Companion Mods
Now that Companions have moddable weapons, they will need Mods to install in them.  Some of the existing Beast Mods have been changed, and we have introduced a few new Mods to acquire.

  • Beast melee Postures! Have you ever wished to have a little more control over specifically how your pet chooses to engage with enemies? Then check out these new melee Posture Mods that shape the behavior of your Beasts:
    • Standard Training: Every new Kubrow owner will gain this Mod by default on completing the quest "Howl of the Kubrow".   This Posture has no special behaviors or benefits.
      • If you've already completed this quest, we will add it to your account automatically.
    • Protector Training: Your pet will prioritize attacking enemies that are within 15 meters of your warframe. Also applies 4 stacks of Puncture on hit.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Pacifist Training: Your pet will not attack enemies unless they strike it with a melee weapon first. Useful if you value your pet's supporting features rather than its claws and teeth. Also gives a 50% Evasion bonus to your pet to keep it safe.
      • Purchased with Conservation tags from the Earth Conservation vendor.
    • Persistent Engagement: Your pet will prefer to keep attacking one target until it's down. Also increases the pet's damage.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Bravado Assault: Your pet will prefer to attack Eximus and VIP enemies.    Increases damage to Overguard done by your pet by 300%.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Lunging Claws: Your pet will prefer to hit an enemy once and then switch targets to affect as many different enemies as possible. Increases Status Duration by 80%.
      • Purchased with Conservation tags from the Deimos Conservation vendor..
  • New Damage Conversion Mods! Equipping these powerful upgrades will give your companion a large bonus of a specific damage type, as well as converting all other physical or elemental (depending on the Mod) damage on the weapon into that type. For example if you equip Frost Jaw and Venom Teeth then normally this would combine into Viral damage, but if you also equip Incendiary Inclination then all elemental damage will be converted to Heat damage instead.
    • Icy Inclination: 300% Cold Damage, +300% Status Chance, elemental damage converted to Cold.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Incendiary Inclination: 300% Heat Damage, +300% Status Chance, elemental damage converted to Heat.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Infectious Inclination: 300% Toxin Damage, +300% Status Chance, elemental damage converted to Toxin.
      • Purchased with Conservation tags from the Deimos Conservation vendor.
    • Inductive Inclination: 300% Electric Damage, +300% Status Chance, elemental damage converted to Electric.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Precision Conditioning:+140% Melee Damage, physical damage converted to Slash.
      • Purchased with Conservation tags from the Earth Conservation vendor.
    • Brute Conditioning +140% Melee Damage, physical damage converted to Impact.
      • Purchased with Conservation tags from the Venus Conservation vendor.
    • Disabling Conditioning: +140% Melee Damage, physical damage converted to Puncture.
      • Purchased with Conservation tags from the Venus Conservation vendor.
  • Prosperous Retriever (Beast companions): An alternative to Loyal Companion for players looking for a more focused looting experience, this variant provides a passive 18% chance that each credit pickup will be doubled. This version does not have a chance to double resources.
    • Purchased with Conservation tags from the Venus Conservation vendor.
  • Resourceful Retriever (Beast companions): Another specialized alternative, this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits.
    • Purchased with Conservation tags from the Deimos Conservation vendor.
  • Weakened Immunity (Beast companions): +50% Status Damage.
  • Cull the Weak (Beast Companions): +60% melee damage per Status type affecting the target, and +240% damage for non-critical hits.  
    • Purchased with Conservation tags from the Earth Conservation vendor.
  • These Mods have changed from being compatible with Beasts to being compatible with their weapons instead. Remember to update your builds!
    • Bite
    • Maul
    • Frost Jaw
    • Venom Teeth
    • Shock Collar
    • Flame Gland
    • Hunter Synergy
    • Mecha Overdrive (Kubrows only)
    • Swipe (Kavats only)
    • Strain Fever (Helminth Charger only)
  • Spare Parts: Now compatible with both Hounds and Sentinels instead of only Sentinels
  • Strain set effect: Maggots are now created with their AI fully aware, which removes a pause they needed to wake up.
  • Strain Eruption: Now always applies Corrosive status to enemies in range when Maggots explode
  • Strain Fever: Fixed this effect not actually giving extra damage per cyst, was stuck at 40%. Now properly gives +40% damage per each cyst, and has a HUD buff for visibility.


Rebalance of Sentinel weapons
The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead..

  • Artax
    • Previously: Cold based beam weapon, always applies Cold status (Damage 5, Status 3%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
    • Now: Changed Artax math from old "Chance of status per second", to newer "Chance of status per firing interval" that other beam weapons use, and buffed the status chance. (Damage 5, Status 35%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
  • Burst Laser
    • Previously: Fires a short burst of laser bolts. (Damage 7, Status 2%, Fire Rate 1.61, Magazine 15/Reload 0, Critical 2.5%/1.3x)
    • Now: Improved accuracy and improved stats. (Damage 20, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 15%/2x)
  • Prisma Burst Laser
    • Previously: Fires a short burst of prisma laser bolts. (Damage 10, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 5%/2x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 22, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 18%/2.2x)
  • Burst Laser Prime
    • Previously: Fires a short burst primed laser bolts. (Damage 12, Status 14%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 6.2%/2.3x)
    • Now: Improved accuracy and burst rate, improved stats. (Damage 25, Status 15%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 20%/2.3x)
  • Cryotra
    • Previously: Cold based beam weapon (Damage 10, Status 35%, Fire Rate 1, Magazine 80/Reload 4, Critical 5%/2x)
    • Now: Fires volleys of icy grenades that persistently chill the area around them (Damage 30, Status 10%, Fire Rate 0.667, Magazine 3/Reload 5, Critical 10%/1.8x)
  • Deconstructor:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 50, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 130, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deconstructor Prime:
    • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 75, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
    • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 160, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deth Machine Rifle:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-up time. (Damage 5, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but damage increased. (Damage 15, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
  • Deth Machine Rifle Prime:
    • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-uptime. (Damage 7, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
    • Now: Behavior unchanged but damage increased. (Damage 20, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
  • Helstrum:
    • Previously: Launches a swarm of micro-missiles. (Damage 9.1 On target + 5 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, Critical 5%/1.5x)
    • Now: Behavior unchanged but damage increased. (Damage 10 On target + 30 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, 5%/1.5x)
  • Laser Rifle
    • Previously: Automatic gun that shoots laser bolts. (Damage 8, Status 2%, Fire Rate 1.67, Magazine 5/Reload 1.2, Critical 2.5%/1.3x)
    • Now: Behavior unchanged but damage increased. (Damage 45, Status 7.5%, Fire Rate 2.5, Magazine 5/Reload 1.2, Critical 17%/1.8x)
  • Laser Rifle Prime:
    • Previously: Automatic gun that shoots primed laser bolts. (Damage 12, Status 5%, Fire Rate 10, Magazine 5/Reload 1.2, Critical 15%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 55, Status 10%, Fire Rate 3, Magazine 15/Reload 1.2, Critical 20%/2x)
  • Multron:
    • Previously: Projectile gun with very low damage and small amount of punch through (Damage 5, Status 5%, Fire Rate 3.33, Magazine 60/Reload 3, Critical 12.5%/1.8x)
    • Now: Fires a volley of powerful explosive darts that explodes in a large area shortly after embedding into something  (Damage 100, Radial distance 3.5M, Status 22%, ROF 1.56, Magazine 3/Reload 3, Critical 15%/2x)
  • Stinger
    • Previously: Dart gun that always applies Toxin status on impact (Damage 15, Status 5%, Fire Rate 3.3, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
    • Now: Always applies Toxin status on impact, then continues to hit the target once per second for 3 seconds with Stinger's modded damage types. This can stack.  (Damage 15, Status 20%, Fire Rate 3.33, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
  • Sweeper
    • Previously: Sentinel shotgun with short effective range. (Damage 7x6, Status 2.33%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 5%/1.5x)
    • Now: Behavior unchanged but stats increased. (Damage 35x6, Status 4.5%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 10%/1.8x)
  • Sweeper Prime
    • Previously: Sentinel shotgun with short effective range. (Damage 10x6, Status 2.5%, Fire Rate 1, Magazine 20/Reload 2, Critical 5%/2x)
    • Now: Behavior unchanged but stats increased. (Damage 45x6, Status 5%, Fire Rate 1, Magazine 20/Reload 2, Critical 10%/2.2x)
  • Tazicor:
    • Previously: Projectile gun that shoots short bursts of Electric bullets. (Damage 8, Status 15%, Fire Rate 8.33, Magazine 4/Reload 2.5, Critical 2%/1.5x)
    • Now: Fires a chaining beam of electricity that can incapacitate several enemies. (Damage 5, Status 25%, Fire Rate 12, Magazine 40/Reload 2.0, Critical 5%/1.5x)
  • Vulcax:
    • Previously: Charge-up beam weapon that reloads after every shot (Damage 35, Status 10%, Fire Rate 1, Magazine 1/Reload 6, Critical 20%/2.5x, Punchthrough 1M)
    • Now: Damage has been significantly improved to help the Vulcax's viability as a heavy weapon, along with better Accuracy, Reload and twice the Punchthrough. (Damage 500, Status 10%, Fire Rate 1, Magazine 1/Reload 3, Critical 20%/2.5x, Punchthrough 2M)
  • Vulklok:
    • Previously: Slow, high damage, high accuracy sniper rifle (Damage 85, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2, Critical 35%/2.5x)
    • Now: Increased damage and gained Punchthrough  (Damage 175, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2,Critical 35%/2.5x, Punchthrough 1.5M)

 

Edited by [DE]Momaw
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15 minutes ago, L3512 said:

Smeeta looks dead but this was honestly the best option for charm.

Not at all. That Affinity bonus is huge and remains relevant for farming/Formaing.

I think this is a very reasonable approach to be honest.

Overall these changes look great. One minor thing that I know most players won't notice or care about, but can Sentinel Weapon Riven Mods receive a look at the eligibility of their negatives? Many good negatives are now legacy stats (such as +Recoil on Verglas). It'd be nice to be able to have better options than -Damage to Infested.

Edited by Voltage
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What about vasca kavat draining bite? For example make it scale with the cats max hp so that its always a full heal? idk the ability being locked at such low damage has made it useless, especially with pack leader being far better healing. without any type of scaling the precept is just not worth using and now every other one is getting improvements making this already bad percept worse.

Edited by Kayce_OwO
had an idea, and didnt feel like doing a second post
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1 minute ago, Voltage said:

Not at all. That Affinity bonus is huge and remains relevant for farming/Formaing.

I think this is a very reasonable approach to be honest.

Overall these changes look great.

Agreed the rework looks superb.

Affinity is nice but not really compelling IMO.

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Just now, L3512 said:

Agreed the rework looks superb.

Affinity is nice but not really compelling IMO.

Forma and leveling is a huge part of Warframe. I'm sure Smeeta will still get plenty of usage after the nerf.

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Just now, Voltage said:

Forma and leveling is a huge part of Warframe. I'm sure Smeeta will still get plenty of usage after the nerf.

I'm sure it will, overall pet balance looks to be heading in a good direction.

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Charger Buffs <3 You do care for my infested doggo 

I was lied to and deceived at face value: 

 

Edited by Halo
Just go to Page 2 for my Concerns
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I can finally main Beast companions and not feel like utter garbage while doing it. That was one of my main annoyances taken care of, and a big one I wont have to complain about now.

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Just now, AreeSoothsayer said:

Yea, don't forget them.

 

I am so glad for this update. I just hope the doggo's attack options are more than the foreward lunge that sometimes hits and sometimes misses.

I have felt like my favorite cat has been out classed since release and not seeing them on the list is a little saddening 

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ctrl + F, no Venari changes, OOF. All the rest look cool but Venari needs big changes like AI and animations, defence stance isn't usable because Venari doesn't move while attacking, meaning enemies easily kill Venari (no shields also means easy deaths too).

Edited by God_is_a_Cat_Girl
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Can you please please please consider allowing players to shoot through Reflex Denial bubbles for Hounds, as well as giving the Hound weapons a stat pass? Some bond mods can never be fully activated on Hounds as they stand, even with a perfect riven

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Please make Loyal Retriever (or an equivalent mod) available to sentinels.  You said yourself that Charm eliminated choice by giving more loot and while this is absolutely an improvement it does leave sentinels to gather dust while beast companions get a new chance at life.

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The Strain mod set changes are a little underwhelming, to be honest they're more like bug fixes than buffs. Sheldon had stated they had a some buffs coming for the set back in 2019 on the dev stream with his napkin notes, been patiently waiting for these mods to actually be viable... 

The changes to trample look great but proboscis wasn't touched, it still remains a useless mod. It would have been nice if it pulled in more than one enemy or something, anything to make it useful. 

but the rest looks pretty good. 

Edited by xcrimsonlegendx
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