Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Dev Workshop: Koumei & The Five Fates - Companion Reworks


[DE]Momaw
 Share

Recommended Posts

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
  • Like 31
Link to comment
Share on other sites

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
  • Like 13
Link to comment
Share on other sites

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.

  • Like 3
Link to comment
Share on other sites

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.

  • Like 10
Link to comment
Share on other sites

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.

  • Like 5
Link to comment
Share on other sites

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 

  • Like 3
Link to comment
Share on other sites

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
  • Like 15
Link to comment
Share on other sites

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

  • Like 21
Link to comment
Share on other sites

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.

  • Like 22
Link to comment
Share on other sites

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/reworks coming for the set back in 2019 with his napkin notes, been patiently waiting for these maggot mods to actually be viable, for instance strain consume has the dead maggots that give you health. That is if you can even find them after they run off across the map to attack random enemies. 

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. Maybe make it so once it slowly pulls in the enemy it harpoons it then does a ground finisher on them? 

The rest looks pretty good but I'm hoping there's a part 3 to this pets 2.0 process because there were some things that were seemingly overlooked, also there's the matter of the pet command wheel, genetic heritage/quirks (like liches have), random heads & tails for kubrows, set mods for moas, companion mod set buffs (specifically the strain set), etc that Sheldon debuted on devstream 137. I think the only thing from his presentation that has made it in was the removal of stasis. 


F4hVLRGbsAAtska?format=jpg&name=large

Edited by xcrimsonlegendx
  • Like 7
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...