SandyTheTryHard 0 Posted September 30, 2015 Share Posted September 30, 2015 Fools!!!!! they laughed when i said hydroid was my main now i shall rain down eternal torment gg suckas ur fps shall die wahahaha so happy that my hydroid can be op now he already controls the map with the two powers that got buffed at least i think its a buff i can have more than one tempest barrage going right? Link to post Share on other sites
Marasago 40 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Nyx’s Chaos no longer has a cooldown, and enemies affected by Chaos cannot be stunned by additional casts. This is actually not the fix everyone thinks it is. In fact, this can make Chaos punishing to use: In order to apply the stun effect as often as possible you cannot allow yourself any mistake, like activating the ability before the timer runs out (as the mind-control effect will be refreshed). Of course, if the stun would run on a separate cooldown things would be different, but it would make it all needlessly complicated. Current short duration / max efficiency builds are superior to that change. Edited September 30, 2015 by Marasago Link to post Share on other sites
LAWD 133 Posted September 30, 2015 Share Posted September 30, 2015 Equinox’s Mend & Maim has had its base range doubled. Oh my God! Link to post Share on other sites
Tsoe 4,589 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Yeah if i got it right i will allow new builds before yu had to sacrifice burst abilities too improove significantly Toggled abilities Now you ll be able too choose thx moding And you have now the window for a Long Burst+Long Toggled build Maybe we ll see a new Nightmare mod for efficiency like constitution for duration The real downside will come with Strenght build and Transient fortitude Building for strength with Transient fortitude will now cost you efficiency for Toggled abilities making Transient fortitude a real nightmare mod even for toggled abilities regular mods like Streamline will become way more usefull ----------------------------------------------------- elemental ward still have 5 meter range while mend and main have doubled range.... WHY ON EARTH oh yeah cause of narrow minded Edited September 30, 2015 by Tsoe Link to post Share on other sites
--Q--Noele 1,051 Posted September 30, 2015 Share Posted September 30, 2015 I don't know what to make of this change. I thought Power Efficiency already played a role in that? Does Power Duration replace that now? Link to post Share on other sites
Tsoe 4,589 Posted September 30, 2015 Share Posted September 30, 2015 I don't know what to make of this change. I thought Power Efficiency already played a role in that? Does Power Duration replace that now? no they both have effect now allowing more diversity Link to post Share on other sites
SaurusRex 1,457 Posted September 30, 2015 Share Posted September 30, 2015 Well that's interesting. Duration mesa is now even better, and long durations on Nyx will be more useful, especially with the augment where it vanishes after half the duration anyway. Maim will use more power with TF, but you can probably leave overextended off now and make it even more absurd. I guess trinity will be even more useful now if some of these builds use more energy than before. Link to post Share on other sites
Khalinda 55 Posted September 30, 2015 Share Posted September 30, 2015 Duration Mesa was always a thing, you don't need 200+ str to use peacemaker effectively. Ofc, if you only do Draco pure str Mesa would seem like the way to go. Which it isn't. But Draco farmers wouldn't know that. Link to post Share on other sites
dadaddadada 1,324 Posted September 30, 2015 Share Posted September 30, 2015 eh, kinda disliking the choice for double range on equinox. Would have liked more making mend&maim cross-metamorphosis once and for all. Link to post Share on other sites
Deadoon 668 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Since duration now affects power efficiency, shouldn't power efficiency also affect channeling? Max power eff got nerfed by this change notably. Because 100% power eff is now == 75 power eff(25 streamline, 50 from fleeting with a 50 decrease in duration) when it is a toggle ability, with fleeting rather than provide you with a shorter effect it provides you a boost to 2/3 power usage of streamline alone, bringing you from 75% power usage to 50%, which is going to be massively misleading to those that do not know of the duration interaction. I personally think that duration on those effects should work like it does on oberon's renewal, decrease duration-condense or expand effectiveness, but keep the cost equal to no duration mod. Renewal as you decrease duration it increases in time it is active but decreases effectiveness as a buff. A weaker aura, but a longer lasting effect. Or they could remove the 75% cap and understand the destructiveness of 10 energy 4th abilities in comparison to "overpowered" weapon modifications. Edited September 30, 2015 by Deadoon Link to post Share on other sites
TychusMechanicus 475 Posted September 30, 2015 Share Posted September 30, 2015 Need a lot more details on this but I guess I'll find those out on the inevitable Friday release... I am happy for some of the changes but also feel that some of my frames I invested copious amounts of forma into will yet again need to be reworked. Which is a lot of time and resources again before I could freely say again that I can take any frame needed for a mission. Link to post Share on other sites
AkerTheSpjot 844 Posted September 30, 2015 Share Posted September 30, 2015 (edited) So, what I'm getting, is that Duration mods will affect energy drain rate, while Efficiency will only affect the initial cost, correct ? Also, Hydroid has cooldown's ? Edited September 30, 2015 by The_Vile_Blade Link to post Share on other sites
d3me 579 Posted September 30, 2015 Share Posted September 30, 2015 I don't want to send the world on fire... Who am I kidding? I want! Eternal flame Ember commencing! (I hope) Link to post Share on other sites
Fenicis 233 Posted September 30, 2015 Share Posted September 30, 2015 Now that's a pretty unexpected, but really good change. Especially to Chroma and Ember! Link to post Share on other sites
SaerwenFlanoir 900 Posted September 30, 2015 Share Posted September 30, 2015 I'm really interested in how this change will affect Fleeting Expertise, Obviously Fleeting Expertise will be the go-to for non-Toggle abilities, but how will it work on Toggle abilities. I suppose we'll find out soon. Hopefully I don't need to re-forma too much because of this. xD Link to post Share on other sites
Gilmaesh 847 Posted September 30, 2015 Share Posted September 30, 2015 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. Are you really serious for equinox? you can already nuke maps with her, i don't understand. Can someone explain to me why she might need that, i might have miss something here? And for ember, right before being vaulted? Don't get me wrong, i like the change for her but i guess new players will have to pay more plats now that she will become a thing again. Link to post Share on other sites
venon23 590 Posted September 30, 2015 Share Posted September 30, 2015 for a good player with nox his already too op with this no coments..... Link to post Share on other sites
Nihillian 370 Posted September 30, 2015 Share Posted September 30, 2015 So.... I can finally use Effigy when I am with my full duration build? Holy cow, that's amazing! Link to post Share on other sites
Flackenstien 1,187 Posted September 30, 2015 Share Posted September 30, 2015 F*** yeah! When's this take effect? 17.5? Also, Tornado pls. (Decastable + make them follow Zephyr.) Link to post Share on other sites
Deadoon 668 Posted September 30, 2015 Share Posted September 30, 2015 So, what I'm getting, is that Duration mods will affect energy drain rate, while Efficiency will only affect the initial cost, correct ? Also, Hydroid has cooldown's ? Hydroids tentacles and barrage are unable to be recast while active, this change allows for artillery spam from hell if you want to. Link to post Share on other sites
Wallis_Jenkins 89 Posted September 30, 2015 Share Posted September 30, 2015 (edited) Ember live, Nyx live, Hydroid live! Hope the duration reduction won't affect efficiency in a bad way tho.... Edt. so will there be some fixed duration for hydro tentacles or can you just reactivate them anytime? Edited September 30, 2015 by MalGeffen Link to post Share on other sites
Adim. 407 Posted September 30, 2015 Share Posted September 30, 2015 *Starts Adding more range to Equinox* Link to post Share on other sites
tocorro 3,191 Posted September 30, 2015 Share Posted September 30, 2015 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. And what if mods deduct from duration ? Will the energy drain become more ? Link to post Share on other sites
Gen.KiTeer 771 Posted September 30, 2015 Share Posted September 30, 2015 and already, people complaining about how something's op just have fun it's not hard Link to post Share on other sites
RofLB 24 Posted September 30, 2015 Share Posted September 30, 2015 Miam is op as it is and doubling its range will make it just ridiculous with covering whole map with stun/bleed procs. Mend, on the other hand, is underwhelming and doubling its range won't make it much better. It needs some mechanical changes foremost (like heal allies instantly for damage they deal while inside the aura, or something like that) Overall, I really appreciate current trend of making duration abilities togglable. Link to post Share on other sites
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