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Posted

Thank you for listeting about the Nova feedback!

The people complaining about reverting the changes clearly never did long survival runs :)...

  • Like 6
Posted
9 minutes ago, JargenBakt said:

That's the point. Speeding up enemies should have consequences

You are already speeding up enemies, making it you tag less enemies is double the cost. 

Again reminder when you speed up enemies, they attack you faster. Meaning you are double hampering yourself. Which is barely worth the cost of speedier wave that, effectively tags lesser enemies, increases enemy damage, and has to compete with the total CC of Slow Wave. It doesn't even have like a unique damage vulnerability compared to the slow wave 

  • Like 2
Posted (edited)

A few problematic areas on the orbiter lightning:

Next to the helminth door: 

823f9f58039930751e9d45f5ed5a45c3.jpg

Those are zariman wood walls, corner is a zariman divider (yes those very bright white things)

Next to the personal quarters door:

6c41975f151d49104b9026f2aad32783.jpg

Again with the wood,

The ramp area next to the relic station:

c43eabe90e16d38e31372cb3041b0c92.jpg

Idk why you guys had to mess with it, the orbiter looked perfect after all the fixed implemented after the light changes.

Edited by Caramello
  • Like 1
Posted
1 minute ago, Junaphine said:

At what cost? Spamming 4 every 6 seconds over and over again? with 320% duration?   

With less Duration u spam if every what 3 seconds ? 2 seconds?  

Thats super unfun and breaks some builds aswell.

I found it refreshing, actually. The fast cast wave speed let me do stuff I wouldn't normally be able to do with Nova because the wave speed is just so slow. And like I keep saying, speeding up enemies over a large area should have consequences and those consequences were in the form of energy management. So many players are so use to taking Nova into defense and long endurance missions that they don't bother to take her any where else. This was a necessary shake up to get Nova back off the ground from being a mediocre frame.

And the part about it breaking builds... that par for the course when it comes to reworks. It's going to happen and you need to adapt. I had to start thinking about maybe swapping a few things around to improve energy generation to keep up with fast casting. Though, I think with an amber shard for energy and violet for equilibrium it was alright for most stuff.

  • Like 2
Posted
2 minutes ago, Rexis12 said:

Again reminder when you speed up enemies, they attack you faster. Meaning you are double hampering yourself.

Again, remind me how you are playing because in full squads this is absolutely not a problem. Speeding up enemies and applying damage vulnerability absolutely helps everyone in more cases than not.

  • Like 3
Posted (edited)
1 hour ago, [DE]Danielle said:

Fixed certain tint colors (most notably on metal textures) appearing incorrect in the Orbiter. 

  • We are keeping an eye on other reports potentially relating to the GI Lighting changes in the Orbiter  that went out with Koumei & the Five Fates. 

 

This is still an Issue.

pQm0GGP.png

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Gold Looks too Saturated.

It looks greenish in low light also.

Edited by Snake
  • Like 1
Posted
1 hour ago, [DE]Danielle said:

Changed the Artax so that 20% of its Cold Damage does not combine with other Elemental Damage types. 

  • This is so that it can always inflict Cold Status Effects no matter what other Mods are equipped. 

 

I think I'd love this more if this rule applied to every weapon with innate elements: 20% of it will remain as is and never combine

  • Like 2
Posted (edited)
18 minutes ago, JargenBakt said:

I found it refreshing, actually. The fast cast wave speed let me do stuff I wouldn't normally be able to do with Nova because the wave speed is just so slow. And like I keep saying, speeding up enemies over a large area should have consequences and those consequences were in the form of energy management. So many players are so use to taking Nova into defense and long endurance missions that they don't bother to take her any where else. This was a necessary shake up to get Nova back off the ground from being a mediocre frame.

And the part about it breaking builds... that par for the course when it comes to reworks. It's going to happen and you need to adapt. I had to start thinking about maybe swapping a few things around to improve energy generation to keep up with fast casting. Though, I think with an amber shard for energy and violet for equilibrium it was alright for most stuff.

I can't believe someone is actually defending a nerf.

Please, you have to go with me on at least a 3hr survival run with a short duration nova, and I wanna see enemies primed.

Edited by -FrutyX-
  • Like 5
Posted
1 hour ago, [DE]Danielle said:

Fixed cursor not snapping to the top slot of the Gear/Quick Access Wheels when opened using a keyboard and mouse.

Bless you.

Is there an option to switch back to the old Arsenal UI ? It feels like going back on accesibility. The new UI has the writing in a shade of gold, blue (insert your theme color) on a lightly different shade of that same color as background. Maybe can you  make it easier to distinguish, while preserving the theme? It looks nice and clean at a first glance, but it's less practical than the old UI imo.

Posted
1 minute ago, -FrutyX- said:

Please, you have to go with me on at least a 3hr survival run with a short duration nova, and I wanna see enemies primed.

I would, but now that it's gone I can't. Also, not a fan of long endurance runs. Even as I was grinding my way up to LR4 I think the longest time I ever went was about 90 minutes. I simply wouldn't be able to sit still for an entire three hours.

  • Like 1
Posted
1 hour ago, [DE]Danielle said:
  • Nova’s Molecular Prime Speed wave now grows at the same rate as its Slow wave. 
  • With Koumei & the Five Fates, we made the Speed version grow faster than the Slow (they both travel the same distance, Speed just got there quicker). 
    • The thinking was that it would get to enemies quicker so that they can reach you faster for speedy destruction. It also added a visual difference between the Slow and Speed waves. However, we received feedback that this was not desirable because a faster wave has a shorter life span and had a greater chance of missing enemies compared to the Slow wave. So players had to spam cast it far more, making it costly and not as efficient. So we’ve reverted that in this Hotfix and now both waves grow at the same rate. 

WE WON

  • Like 5
Posted
1 minute ago, JargenBakt said:

I would, but now that it's gone I can't. Also, not a fan of long endurance runs. Even as I was grinding my way up to LR4 I think the longest time I ever went was about 90 minutes. I simply wouldn't be able to sit still for an entire three hours.

Yeah? Well, let me tell you something, especially in long endurance runs, you would more appreciate a longer duration rather than a short one, and it's not even about the energy management or being able to do anything else meanwhile, it's about the fact that you don't have to constantly watch it and spam it like crazy.

And I say that as someone who normally did 3, 6 and up to 10 hour survival runs.

  • Like 2
Posted
1 hour ago, Redrigoth said:

It was a bad change and it is a good thing they reverted it. The slow moving lingering field would prime new enemies as they spawned in or out of it. When it was moving too fast it would prime a few enemies and disappear which meant you had to cast it 3x as often to get similar amounts of priming.

Objectively you can catch more enemies at a faster interval with multiple fast moving waves than slow ones, remember that it starts from a zero point (wherever you cast it) so the time between the zero point and the end point matters alot as molecular prime resets on cast. The point is it gave us the chance for a higher reward i.e faster priming at the cost of more casts and to many people, me included, that was an interesting build choice as Nova herself is not very energy hungry.

 

The people in this thread saying this is a nerf are absolutely correct because this change lowers the ceiling of her priming speed.

  • Like 1
Posted (edited)
19 minutes ago, controller_excalibur said:

Objectively you can catch more enemies at a faster interval with multiple fast moving waves than slow ones, remember that it starts from a zero point (wherever you cast it) so the time between the zero point and the end point matters alot as molecular prime resets on cast. The point is it gave us the chance for a higher reward i.e faster priming at the cost of more casts and to many people, me included, that was an interesting build choice as Nova herself is not very energy hungry.

 

The people in this thread saying this is a nerf are absolutely correct because this change lowers the ceiling of her priming speed.

Nah, if you average it out, the original ring and 3 fast rings spends the same amount if time at each distance, except 3 rings will triple energy cost and have you eyeballing the timer to recast 3x as often. Try casting an ability that costs 100 energy every 3 seconds and see if that isn't energy hungry. She isn't energy hungry now because you get some time between casts to regen. Enemies that spawn inside the ring also get primed and sped up so during the final 25% of the slow ring's duration you have everything being primed on spawn at no energy cost.

Both 1 slow ring and 3 fast rings have a similar total amount of priming, except the former is more back-loaded and doesn't bankrupt your energy while the latter's effect is more evenly distributed but it does bankrupt your energy. Also if you activate the slow ring when the "next wave" timer is still counting it will be expanded and instantly speed enemies as soon as the timer hits 0 and enemies spawn. Right now I can focus on strength for explosions and damage reduction, range for utility and portal and duration for priming reach and more stars = more padding for defense and more burst for 1st augment because i don't have to put any resources into energy management. The latter requires energy management and more clicking and attention to timer. Making the ring fast is the real nerf.

Edited by Redrigoth
  • Like 4
Posted

Ive started playing like a month ago and a friend helped me farm for Nova Prime since i really enjoyed her base form. Since then she has and still is my go-to frame for anything that resembles a challenge for me (early steel path). I can comfortably say i have like 50% of my total game time on Nova/Prime and i strongly advocated for the reversal.

There is definitely a point to be made the faster wave had its upsides. But its nowhere near as extreme as some people say. Sure it let you prime enemies farther and faster, but there wasn't really an upside to it. Most tiles get easily covered after 2-4 sec with the normal spread and continues to prime for adjacent tiles. Using proper spacing to recast waves easily makes it so i never encounter an unprimed enemies. That might very well be because i still lack a lot of damage for high level enemies but if your just zooming around one-shooting everything why do you even care about priming enemies?
 

  • Like 2
Posted
11 minutes ago, -FrutyX- said:

Yeah? Well, let me tell you something, especially in long endurance runs, you would more appreciate a longer duration rather than a short one, and it's not even about the energy management or being able to do anything else meanwhile, it's about the fact that you don't have to constantly watch it and spam it like crazy.

But you forget that long endurance runs are something that the devs have been trying to actively get away from. They don't want people to just sit around in place for many, many hours on the same mission. And you know what, I get where they are coming from. Long endurance missions, especially solo, can be incredibly degrading after a while especially when you're having to repeat the same mission constantly because it's the most effective for a given resource.

  • Like 1
Posted
2 minutes ago, Redrigoth said:

Nah, if you average it out, the original ring and 3 fast rings spends the same amount if time at each distance, except 3 rings will triple energy cost and have you eyeballing the timer to recast 3x as often. Try casting an ability that costs 100 energy every 3 seconds and see if that isn't energy hungry. She isn't energy hungry now because you get some time between casts to regen.

You are speaking as if I had not played her already xD. First of all you are wrong you dont have to cast 3x times as much, only twice. Second of all you build Nova for max duration which was 20 seconds on slow 10 seconds on speed, Extremely manageable. From my playtime today I never ran into energy troubles. Lastly it does infact cover more enemies as the build up for current molecular prime is just too long, pre nerf it covered the same area at just a faster time theres no debate in this it was objectively faster when you consider how max coverage area was the same.

Posted
2 minutes ago, JargenBakt said:

But you forget that long endurance runs are something that the devs have been trying to actively get away from.

Given that they just released a frame that begins to approach something resembling usability only after you play her minimum 2h+ to collect enough decrees, I have my doubts if that's true. ;)

  • Like 5
Posted

So toxic lash not being spread through melee influence is an intended change or not? It changed suddenly, and you can even spread her corrosive if you have venom dose, but you cannot spread her toxin

  • Like 1
Posted

Caliban's Fusion Strike still feels underwhelming, to be honest. I hope it is buffed up in the future considering Qorvex and his similar 4 exists.

Posted (edited)

Thank you for changing mprime back! Though now it's not displaying the remaining duration anymore. Would be interesting if there was a way to speed the expansion like building range, but it's fine if not.

Also can we please get rid of/reduce the 2.5s icd on Nullstar? It feels so bad.

Edited by Zodryn
  • Like 2
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