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Patch 18.1 Discussion (Conclave)


Cyandana
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Since there is no megathread yet:

 

Reference -

  • The following Warframes can no longer gain energy while certain Abilities are active:
    • Chroma - Vex Armor and Effigy
    • Ember - World on Fire
    • Excalibur - Exalted Blade
    • Ivara - Artemis Bow
    • Limbo - Rift Walk
    • Rhino - Iron Skin
    • Valkyr - Hysteria
    • Wukong - Defy and Primal Fury
    • Nova - Null Star
  • All Warframes now have Conclave specific Health, Shield and Armour values.
  • Warframe Conclave Mobility stats and Mods have been adjusted adjusted to match new Effective Hit Point values.
  • Primary and Secondary weapon damage has been adjusted to match new Conclave EHP values.
  • Warframe Ability damage has been adjusted to match new Conclave EHP values.
  • Elemental Mobility Mods no longer work with Mirage’s clones until she is at full Energy.
  • Automatic weapons and shotguns now have a 1.2x damage modifier for headshots in Conclave.
  • Burst and semi-automatic weapons now have a 1.5x damage modifier for headshots in Conclave.
  • Kill X with Primary/Secondary weapon Challenges have been removed from the Capture the Cephalon game type.
  • Despair, the Hikou series and the AkStiletto are now available for use in Conclave

I have no complaints at a glance, though with all the EHP changes I definitely need to play to really form a solid opinion.

 

Discuss! 

 

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I hope we will have better patch notes.

 

Somewhat like dota 2 ones http://www.dota2.com/rekindlingsoul/

 

So instead of having "Primary and Secondary weapon damage has been adjusted to match new Conclave EHP values."

 

There would be something like "Sybaris damage IPS increased/descresed from X/Y/Z to A/B/C"

Yeah, that would be nice. Definitely necessary so we can report any stat bugs by knowing if they were intended or not, especially relating to:

 

well currenty it takes 3 or 4 shots with a marelok to kill a loki... so theres that.

also the damage values don't seem to accurately be represented in the menus.

Have you actually tested this? It says 80 damage in the weapon select menu but 40 once selected. Vectis also appears to do less than 20 once selected, but does the right damage ingame. Is that not the case with marelok?

Edited by PhaseShifted
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they increased the TTK instead of reducing it, why?
is it me or they just did the exact opposite of what we were asking?

 

@phase: yup, they nerfed marelok really hard, it went from hard to impossible to use, just like all the other slow weapons... (havent tested automatic weapon yet)

 

but they buffed squishy frames and nerfer tank frames EHP, now loki has 115 shields and 90 hp. thats nice i guess

Edited by JeyciKon
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Have you actually tested this? It says 80 damage in the weapon select menu but 40 once selected. Vectis also appears to do less than 20 once selected, but does the right damage ingame. Is that not the case with marelok?

not in a tested environment no.

but I was in a match, and wanted to test the marelok since it's damage had been changed, anyway, took 3 shots to kill him but he had 3/4 shields, he did not have enough time for shields to recover at any point after the first shot connected.

Edited by RIOT
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not in a tested environment no.

but I was in a match, and wanted to test the marelok since it's damage had been changed, anyway, took 3 shots to kill him but he had 3/4 shields, he did not have enough time for shields to recover at any point after the first shot connected.

 

yeah, it takes 3. he has 205 or so ehp

 

80 - 160 - kill

 

His mobility dropped as well, to fall in line with other frames. His invis might be a bit much now. As I've suggested in the past, perhaps he can take more damage while invisible?

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I guess they want to see how hardcore and dedicated Conclave fans are, so they just let us figure out.

 

with all the respect i have for the dev team, it looks simply like a common practice between developers: just throw the broken thing and fix it when they find out

Edited by rockscl
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with all the respect i have for the dev team, it looks simply like a common practice between developers: just throw the broken thing and fix it when they find out

slow down, that was a joke.

I'm sure they are aware of the situation and they will throw us a bone with some numbers writen on it or something.

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@People asking for patch notes and changelogs comparable to Dota 2 and other PvP Games.

 

...

Dota2 = Valve = AAA Dev Company. Plenty of bodies to throw at stuff like patch notes. 

DE = Not even.

 

I would rather the limited amount of resources being spent on PvP development be spent on development, not documenting said development in detail. 

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@People asking for patch notes and changelogs comparable to Dota 2 and other PvP Games.

 

...

Dota2 = Valve = AAA Dev Company. Plenty of bodies to throw at stuff like patch notes. 

DE = Not even.

 

I would rather the limited amount of resources being spent on PvP development be spent on development, not documenting said development in detail. 

 

At least we can get data files

 

 

Like here is example of one:

//=================================================================================================================

    // HERO: Arc Warden

    //=================================================================================================================

    "npc_dota_hero_arc_warden"

    {

        // General

        //-------------------------------------------------------------------------------------------------------------

        "Model"        "models/heroes/arc_warden/arc_warden.vmdl"

        "SoundSet"        "Hero_ArcWarden"

        "IdleExpression"        "scenes/arc_warden/arc_warden_exp_idle_01.vcd"

        "HeroID"        "113"

        "Enabled"        "1"

        "HeroUnlockOrder"        "1"

        "Role"            "Carry,Escape,Nuker"

        "Rolelevels"    "3,3,1"

        "Team"        "Good"

        "Portrait"        "vgui/hud/heroportraits/portrait_arc_warden"

        "ModelScale"        "1.0"

        "HeroGlowColor"        "120 64 148"

        "PickSound"        "arc_warden_arcwar_spawn_01"

        "BanSound"        "arc_warden_arcwar_anger_10"

        "CMEnabled"        "1"

        "NameAliases"        "zet"

        "url"        "Arc_Warden"

        "HeroSelectSoundEffect"        "Hero_ArcWarden.Pick"

        // Abilities

        //-------------------------------------------------------------------------------------------------------------

        "Ability1"        "arc_warden_flux"

        "Ability2"        "arc_warden_magnetic_field"

        "Ability3"        "arc_warden_spark_wraith"

        "Ability4"        "arc_warden_tempest_double"

        // Armor

        //-------------------------------------------------------------------------------------------------------------

        "ArmorPhysical"        "-2"

        // Attack

        //-------------------------------------------------------------------------------------------------------------

        "AttackCapabilities"        "DOTA_UNIT_CAP_RANGED_ATTACK"

        "AttackDamageMin"        "25"

        "AttackDamageMax"        "35"

        "AttackDamageType"        "DAMAGE_TYPE_ArmorPhysical"

        "AttackRate"        "1.700000"

        "AttackAnimationPoint"        "0.3"

        "AttackAcquisitionRange"        "800"

        "AttackRange"        "625"

        "ProjectileModel"        "particles/units/heroes/hero_arc_warden/arc_warden_base_attack.vpcf"

        "ProjectileSpeed"        "900"

        // Attributes

        //-------------------------------------------------------------------------------------------------------------

        "AttributePrimary"        "DOTA_ATTRIBUTE_AGILITY"

        "AttributeBaseStrength"        "24"

        "AttributeStrengthGain"        "1.9"

        "AttributeBaseIntelligence"        "24"

        "AttributeIntelligenceGain"        "2.1"

        "AttributeBaseAgility"        "15"

        "AttributeAgilityGain"        "1.8"

        // Movement

        //-------------------------------------------------------------------------------------------------------------

        "MovementSpeed"        "295"

        "MovementTurnRate"        "0.4"

        "BoundsHullName"        "DOTA_HULL_SIZE_HERO"

        "HealthBarOffset"        "160"

        "particle_folder"        "particles/units/heroes/hero_arc_warden"

        "GameSoundsFile"        "soundevents/game_sounds_heroes/game_sounds_arc_warden.vsndevts"

        "VoiceFile"        "soundevents/voscripts/game_sounds_vo_arc_warden.vsndevts"

        "RenderablePortrait"

        {

            "Particles"

            {

                "particles/units/heroes/hero_arc_warden/arc_warden_loadout.vpcf"

                {

                    "0"

                    {

                        "type"        "follow_attachment"

                        "location"        "attach_attack2"

                    }

                }

            }

        }

        "ItemSlots"

        {

            "0"

            {

                "SlotIndex"        "0"

                "SlotName"        "arms"

                "SlotText"        "#LoadoutSlot_arms"

                "TextureWidth"        "256"

                "TextureHeight"        "256"

                "MaxPolygonsLOD0"        "600"

                "MaxPolygonsLOD1"        "400"

            }

            "1"

            {

                "SlotIndex"        "1"

                "SlotName"        "shoulder"

                "SlotText"        "#LoadoutSlot_shoulder"

                "TextureWidth"        "256"

                "TextureHeight"        "256"

                "MaxPolygonsLOD0"        "450"

                "MaxPolygonsLOD1"        "300"

            }

            "2"

            {

                "SlotIndex"        "2"

                "SlotName"        "back"

                "SlotText"        "#LoadoutSlot_Back"

                "TextureWidth"        "256"

                "TextureHeight"        "256"

                "MaxPolygonsLOD0"        "300"

                "MaxPolygonsLOD1"        "200"

            }

            "3"

            {

                "SlotIndex"        "3"

                "SlotName"        "taunt"

                "SlotText"        "#LoadoutSlot_Taunt"

                "DisplayInLoadout" "0"

            }

                "4"

            {

                "SlotIndex"        "4"

                "SlotName"        "ambient_effects"

                "SlotText"        "#LoadoutSlot_Ambient_Effects"

                "DisplayInLoadout"        "0"

            }

        }

    }

 

In dota 2 all data files are in public access with some basic unpackers.

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