Wylfred Posted April 1, 2013 Share Posted April 1, 2013 Well I am pretty happy with the passives. It does make you a bit over powered, but the thing is: High stats are indicating that the player has reached a high level. In order to get to a high level you should search for the mods and rank them up. People are working hard to find the redirection mod, it does not just a common that everybody have. It costs a lot of credit to rank mods to a high level. if poeple are over powered, then it is their own claim for putting such an effort to get stronger. Do not forget that in the future we will have much harder planets to fight in, so these passives may come in handy. Link to comment Share on other sites More sharing options...
Advanced- Posted April 1, 2013 Share Posted April 1, 2013 Yes, agreed - IronSkin is very powerful, but it was before this Update as well... Noooo!!!!!!!!!!! No its not T_T! Don't listen to him :< *Chants do not nerf over and over to myself* Link to comment Share on other sites More sharing options...
Jasado Posted April 1, 2013 Share Posted April 1, 2013 Health and Shields given by Helmets do not seem to be affected by any boosts like Vitality or Redirection. This changing anytime soon, or has it? Link to comment Share on other sites More sharing options...
PlusEighteen Posted April 1, 2013 Share Posted April 1, 2013 Yes, agreed - IronSkin is very powerful, but it was before this Update as well... Let me rephraseThere are plenty of things that are a lot more overpowered than having a lot of health and shields If mods get toned down then fine, at least let us know before it happens so people don't level their new redirection mod to 5 only to have it nerfed the next day Actually people will get &!$$y no matter what happens Sucks to be a dev eh Link to comment Share on other sites More sharing options...
Kurohitsugi Posted April 1, 2013 Share Posted April 1, 2013 Should have left Power Max alone, level 28 frame now has 255 energy by default so you've effectively made the mod redundant. Link to comment Share on other sites More sharing options...
guymanbrodude Posted April 1, 2013 Share Posted April 1, 2013 Noooo!!!!!!!!!!! No its not T_T! Don't listen to him :< *Chants do not nerf over and over to myself* *chants with him* Link to comment Share on other sites More sharing options...
Notso Posted April 1, 2013 Share Posted April 1, 2013 (edited) I love you.With that out of the way, i'm now afraid about content scaling when thinking about solo players. Since i work at home and also work on the localization team, i have the need to pause the game constantly to answer phone calls, skype meetings and on-point localization fix and revisions. If you, say, scale an end-boss for Notso's Saryin with 1350 shield and 2500 health, my poor Loki with 450 shield and 400 health will suffer for it, no? I was trying to april fool steve into thinking he'd made a mistake with the patch. Max health and shields on any 'frame is now about 1.1k The mods take base health/shield and add that. Edited April 1, 2013 by Notso Link to comment Share on other sites More sharing options...
Feindfeuer Posted April 1, 2013 Share Posted April 1, 2013 The passive health/shield/energy boost for leveling frames up should make people happy. I was lucky enough to find the fitting mods before this update hit, but I'm glad that I'm no longer alone with having a capable frame that is able to go everywhere he wants to. Especially my Coop mate should be very happy once he returns from his little easter vacation. Link to comment Share on other sites More sharing options...
[DE]Steve Posted April 1, 2013 Share Posted April 1, 2013 Should have left Power Max alone, level 28 frame now has 255 energy by default so you've effectively made the mod redundant. Don't want to cast more? Link to comment Share on other sites More sharing options...
someguy216 Posted April 1, 2013 Share Posted April 1, 2013 umm my fusion cores seem to cost the same to fuse, why? Link to comment Share on other sites More sharing options...
HellishWind Posted April 1, 2013 Share Posted April 1, 2013 Don't want to cast more? http://steamcommunity.com/profiles/76561197987114632/screenshot/867215506078526009? :( Link to comment Share on other sites More sharing options...
Renathy Posted April 1, 2013 Share Posted April 1, 2013 Steve, why were passive attributes added if the fusion cost is lower? Link to comment Share on other sites More sharing options...
Notso Posted April 1, 2013 Share Posted April 1, 2013 So that people aren't forced to take health and shield mods, and so people unlucky enough to have not got those mods yet don't rage quit. Link to comment Share on other sites More sharing options...
ArcSynder Posted April 1, 2013 Share Posted April 1, 2013 Ok DE, first of all great patch! However, you only fixed half the problem. Now, people without health/shield/energy mods are viable. This is great! However, this still prevents them from playing a tank or caster style to their maximum potential. Please consider giving everyone a single health/shield/energy mod when they start the game. This way they can at least rank them up with fusion cores, and you can use them in a future tutorial about polarity as well. Link to comment Share on other sites More sharing options...
talythius Posted April 1, 2013 Share Posted April 1, 2013 The passive bonus stats make the game too easy and the shield boosting mods way too strong. Up until now warframe had a unique form of challenge. Introduce hardmode or anything like that please. I can't be the only one thinking this way. That is a very very good idea! I've always loved hardcore mode options.... Implementation would be the thing... but, love the thought. veryone can enjoy what they want to out of the game! Link to comment Share on other sites More sharing options...
3XT3RM1NATUS Posted April 1, 2013 Share Posted April 1, 2013 Health, Shield, and Power Max stats will now passively increase with level. Link to comment Share on other sites More sharing options...
Dasmir Posted April 1, 2013 Share Posted April 1, 2013 Ok DE, first of all great patch! However, you only fixed half the problem. Now, people without health/shield/energy mods are viable. This is great! However, this still prevents them from playing a tank or caster style to their maximum potential. Please consider giving everyone a single health/shield/energy mod when they start the game. This way they can at least rank them up with fusion cores, and you can use them in a future tutorial about polarity as well. I think people are just hype about the Shield/Health low droprate, those things RAINS in ENDLESS DEFENCE Link to comment Share on other sites More sharing options...
BioLust Posted April 1, 2013 Share Posted April 1, 2013 decrease the damn hp shield increase, its far too high Link to comment Share on other sites More sharing options...
PapaSchlumpf Posted April 1, 2013 Share Posted April 1, 2013 My opinion about the hp/shield increases per warframe level: This change makes the game way too easy! It was already before the update when playing as a full squad of 4 warframes (2 high level and 2 newbies on a Pluto-mission was easy). And now, with double shield and life i am afraid of getting bored :/ Link to comment Share on other sites More sharing options...
Wingzx20 Posted April 1, 2013 Share Posted April 1, 2013 YES!! I AM REBORN!!! Order has been restored to the universe Some small hotfixes today: Health, Shield, and Power Max stats will now passively increase with level. Link to comment Share on other sites More sharing options...
Hapi_Juice Posted April 1, 2013 Share Posted April 1, 2013 Not sure if it is just me, but without the shield capacity increase mod, i have 225 shields. With my shield capacity mod (+280%), i have 435. Shouldn't I have 600+? I'm not complaining, just making sure its being calculated right. Link to comment Share on other sites More sharing options...
fauxhb Posted April 1, 2013 Share Posted April 1, 2013 so THAT'S why i get 50 hp more without doing anything with hp mod :D Link to comment Share on other sites More sharing options...
Wingzx20 Posted April 1, 2013 Share Posted April 1, 2013 Not sure if it is just me, but without the shield capacity increase mod, i have 225 shields. With my shield capacity mod (+280%), i have 435. Shouldn't I have 600+? I'm not complaining, just making sure its being calculated right. I'm just guessing but maybe that's the cap for your warframe? what warframe are you using? Link to comment Share on other sites More sharing options...
PlusEighteen Posted April 1, 2013 Share Posted April 1, 2013 (edited) (We need to get the stat displays finished, UGH) Sorry about this confusion: those % increases are always from the base stat, to avoid exponential stacking ((base * x) * y) * z) gets crazy fast. Vs (%x * base) + (%y * base) + (%z * base) When the proper stats go in you will see base value and adjusted to it is somewhat clearer. Edited April 1, 2013 by PlusEighteen Link to comment Share on other sites More sharing options...
Notso Posted April 1, 2013 Share Posted April 1, 2013 Not sure if it is just me, but without the shield capacity increase mod, i have 225 shields. With my shield capacity mod (+280%), i have 435. Shouldn't I have 600+? I'm not complaining, just making sure its being calculated right. It's calculated from HP at level 0, then you add the passive level bonuses. Link to comment Share on other sites More sharing options...
Recommended Posts