Monolake 5,829 Posted September 30, 2015 Share Posted September 30, 2015 Counter-intuitive and some frames will be even more of a mess to mod with mandatory duration. Link to post Share on other sites
-Jiwa- 229 Posted September 30, 2015 Share Posted September 30, 2015 sorry for asking this noob question...does this changes already happened or in the next update??? Link to post Share on other sites
Haldos 5,700 Posted September 30, 2015 Share Posted September 30, 2015 Interesting changes. Looking forward to trying them out. Appreciate the information, Adam. Link to post Share on other sites
superbot34 2,213 Posted September 30, 2015 Share Posted September 30, 2015 if the range is doubled good lord it'll hardly do a thing. maybe that is exactly why they are increasing it. Link to post Share on other sites
Knightmare047 906 Posted September 30, 2015 Share Posted September 30, 2015 Thank you!!! Link to post Share on other sites
climatiseur 486 Posted September 30, 2015 Share Posted September 30, 2015 Since Chaos will not affect enemies already affected by the ability, I recommend the same is applied to irradiated disarm. Only the stun he was talking about. The confuse effect is still effective upon recast. Link to post Share on other sites
Aoden 733 Posted September 30, 2015 Share Posted September 30, 2015 Toggled Abilities have slowly made their way across multiple Warframe Abilities, ranging from a continual zone of AoE damage to more passive healing and crowd control for teammates. Many of these Abilities are fun for a specific style of play but optimizing these Abilities came at a cost. Using Mods that reduced Duration would often make other abilities worse simply to improve one. The following adjustments have been made to Abilities that can toggle on or off with the intention of making every Ability more rewarding to use in a wider range of scenarios. We will continue to monitor the balance of all Toggled Abilities after launch. Duration Mods now have an effect on toggled Abilities.For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain.Drain-Per-Second and other adjustments has been made on the following Toggled Abilities:Chroma’s Spectral Scream now drains 3 Energy. Ember’s World on Fire now drains 3 Energy and has had its maximum duration removed. Equinox’s Mend & Maim has had its base range doubled. Hydroid can now recast Tempest Barrage and Tentacle Swarm with no cooldown. Nyx’s Chaos no longer has a cooldown, and enemies affected by Chaos cannot be stunned by additional casts. -DE_Adam ....... I love you. Link to post Share on other sites
_Rue_ 2,767 Posted September 30, 2015 Share Posted September 30, 2015 Regarding Efficiency and Duration, will they stack multiplicatively? Will that take previous efficiency caps lower further? Link to post Share on other sites
bubbabenali 1,907 Posted September 30, 2015 Share Posted September 30, 2015 So, with the counter removed from Chaos, is it a permanent debuff now? Link to post Share on other sites
PsiWarp 7,978 Posted September 30, 2015 Share Posted September 30, 2015 So, with the counter removed from Chaos, is it a permanent debuff now? Recast cooldown is gone, not the actual duration per cast. You can spam 3 for Chaos all day long rather than having to wait for it to end before being able to use it again. Link to post Share on other sites
tripletriple 3,399 Posted September 30, 2015 Share Posted September 30, 2015 Still hoping for an effigy change. Link to post Share on other sites
bolivianhighcommander 26 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Did some testing on Ember and Hydroid. Ember WoF still has a fixed duration after which it expires...and u cant recast until duration is finished. This PSA changes nothing about WoF, except possibly the energy drain, which was perfectly manageable with a max efficiency build anyway. Is this a bug? Or is this working as intended? What is the meaning of "maximum duration" in this PSA? WTF de. Hydroid Tempest Barrage and Tentacle Swarm still have a fixed duration...and u cant recast until duration is finished. No change. Sigh. Is this a bug? What does the PSA mean by "cooldown"? Who cares about a 1.5(?) second cooldown when u need to wait out a 20 sec duration anyway. WTF de. This PSA is sooo disappointing. Thanks for raising my hopes DE and then crushing them! I haven't tested Chaos yet but im sure its just a another mouthful of suck. Edited September 30, 2015 by bolivianhighcommander Link to post Share on other sites
God_is_a_Cat_Girl 2,757 Posted September 30, 2015 Share Posted September 30, 2015 Did some testing on Ember and Hydroid. Ember WoF still has a fixed duration after which it expires...and u cant recast until duration is finished. No change. Sigh. Is this a bug? Or is this working as intended? What is the meaning of "maximum duration" in this PSA? WTF de. Hydroid Tempest Barrage and Tentacle Swarm still have a fixed duration...and u cant recast until duration is finished. No change. Sigh. Because this changes weren't implemented yet, but will happen, soon. Link to post Share on other sites
bolivianhighcommander 26 Posted September 30, 2015 Share Posted September 30, 2015 Because this changes weren't implemented yet, but will happen, soon. Thanks for making this clear. How do you know this btw? Cause i've read through this thread and can't figure out out if this PSA has been implemented or will be soon. Link to post Share on other sites
holstein 620 Posted September 30, 2015 Share Posted September 30, 2015 NYX is fixed. Finally. Thanks. Took a little too long, but our voices have been heard. Link to post Share on other sites
Zirion_Bk 829 Posted September 30, 2015 Share Posted September 30, 2015 Thanks for making this clear. How do you know this btw? Cause i've read through this thread and can't figure out out if this PSA has been implemented or will be soon. Something this big would be mentioned in patch notes. Since no patch notes mention this, it has not been implemented yet. Link to post Share on other sites
Ziegrif 3,087 Posted September 30, 2015 Share Posted September 30, 2015 (edited) HOLY OVERBUFF BATMAN! Hmm... This doesn't affect Nekros. Oh flippidy... This'll be interesting. Fleeting expertise basically became a different mod for burst powers. Edited September 30, 2015 by Ziegrif Link to post Share on other sites
Szaeravar 1,494 Posted September 30, 2015 Share Posted September 30, 2015 ok, something bother me.... trmpest barage and tentacle swarm... from when are they toggled abilities? They aren't, they're just getting QOL changes alongside the duration-toggle change. Link to post Share on other sites
zzuit 173 Posted September 30, 2015 Share Posted September 30, 2015 (edited) DE YES!!! Edited September 30, 2015 by zzuit Link to post Share on other sites
Cubewano 5,299 Posted September 30, 2015 Share Posted September 30, 2015 Counter-intuitive and some frames will be even more of a mess to mod with mandatory duration. my thoughts as well, this change seems to being taking into mind far too much individual skills and not them as part of an entire kit. Now a number of frames are basically going to have to mod for two categories just to maintain energy efficiency instead of one. Link to post Share on other sites
TrickBox 340 Posted September 30, 2015 Share Posted September 30, 2015 (edited) And what about Fleeting Expertise then ? Can you explain how it affects efficiency on those powers ? Does it cancel itself ? EDIT: great changes btw thanks for this sneaky QoL update :3 Edited September 30, 2015 by TrickBox Link to post Share on other sites
horcruxpotter 55 Posted September 30, 2015 Share Posted September 30, 2015 I might be wrong, but If I understood correctly, Fleeting Expertise won't cancel itself for toggle abilities as many might think. This is what I got from the post: Based on this information: Duration Mods now have an effect on toggled Abilities. For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain. I think you need "100% Extra duration" (notice the word "Extra") to make energy drain abilities cost you half of what it used to cost, so, if you lose 100% duration, you should lose 50% efficiency instead of 100%. In other words, a rank 4 Fleeting Expertise will give you 50% extra efficiency, at the cost of 50% duration. (-50%) duration can translate to (-25%) efficiency, so Fleeting Expertise will give you +25% efficiency for energy drain abilities. If I'm correct, this won't make any change to my Range CC Excalibur Build, but will hurt efficiency a little when using exalted blade if I run missions with my power strength build (because of transient fortitude). Glad I don't use the power build too much :) If someone from DE could confirm how duration mods interact with efficiency, that would be nice. Link to post Share on other sites
--Sokol 1,568 Posted September 30, 2015 Share Posted September 30, 2015 (edited) DE, I strongly recommend either making Equinox's mend and maim not affected by power range mods or revert back the range to what it was. Double the base range will only create "cry for nerf" topics on forum. Nevermind, it was a typo. The change was meant for Rest & Rage. Edited September 30, 2015 by Cerberus_Sokol Link to post Share on other sites
YourMoms 1,626 Posted September 30, 2015 Share Posted September 30, 2015 Primed continuity + Streamline makes better for the toggled abilities - actually makes sence.Though FE - I am sure is absolutely useless here Link to post Share on other sites
Drufo 1,853 Posted September 30, 2015 Share Posted September 30, 2015 Like many, I have a question: how will it work Fleeting Expertise on toggleable abilities? Link to post Share on other sites
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