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[DE]Rebecca

Dev Workshop Part 2: ...& more Warframe Changes.

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Interesting changes, could mix things up a bit.

 

Valkyr changes will force people to put more thought into using Hysteria

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Thanks guys for keeping at it! These are just the tip of the iceberg for balance changes to come I feel, and they are looking fantastic so far.

Keep sharing the development process with us, all the bits and pieces and the really juicy stuff. It is very much appreciated!

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Any chance you could increase the base range of spin blind and excal? A 2.5 increase (making it half the base of radial blind) seems reasonable. 

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Oh, I thought you meant reviewing Warframe as the game overall, not Warframes that trivialise. (Expected certain weapons to have changes here, too.)

Still, reducing MLG pro Swish-Swish gameplay and There-Is-No-Opposition Blinding is a good step forward.

 

I have to express concern about Trinity's Blessing being under scrutiny - that issue is as much thanks to the incoming damage and missing-health scaling as anything else.

If Blessing is changed, it must be made more user-friendly. With enemy damage at such outrageous levels and no gating to give the Trinity player any time to react in the intended manner, there's no wonder that players felt the need to find a proactive way of accessing the main draw of the skill.

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Yeah I seen that Mirage one coming. Can lockdown entire raid maps. I can't wait to hear about Blessing changes. Hope its a nice change rather than a Nerf.

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5 minutes ago, xlraistlx said:

Any chance you could increase the base range of spin blind and excal? A 2.5 increase (making it half the base of radial blind) seems reasonable. 

 

7 minutes ago, Evanescent said:

I can understand the EB wave balancing but I also feel that the energy cost on the spin blind is uncalled for. It's range and duration are already short enough as a balance feature.

Will bring this to the table to see what adjustments can be made, if any. Thanks for adding thoughts!

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None of this is very surprising (though LoR nightmare in a pug may become a lot more irritating - the tram part's already pretty unforgiving, and my blinding has been the only thing that got it through successfully plenty of times), except for the slide blind costing energy.  

One of the biggest problems with EB is there is no incentive to do anything other than spam circle/E, with the sole exception of use of the slide blind.  While I totally understand the energy management part, and don't feel it's really going to hurt him too much, I do hope you all continue to look at the EB stance.  I personally would be completely fine with a pretty heavy (relatively) nerf to the base attack combo, if the other attacks did more than slowed me down via animation lock.  This, to me, goes in the opposite direction.  I'll get more damage and incentive out of using actual RB, then spamming waves at the stuff I just blinded, than doing 3 or 4 slide attacks to take out the entire group.  Slide attacks, as a whole, deal heavy damage, and if I'm being charged energy for that, ok fine, but if it's just being charged for the blind I may or may not need... I like the concept behind the changes, and have zero issue with wave dropoff, but that part kind of irks me.

Edit:

"Exalted Blade is more effective when used in close range and using Radial Blind is now a calculated choice".  If the slide blind is used in pretty much anything short of a max range blinding build, it's only effective in close range, like, lemme get that Elemental Ward buff close range.  This results in a playstyle of slide blind into a pile and hack your way out.  I really, really, don't see why a nerf (via additional energy cost) to this is necessary, as this is NOT turret play, and is in fact the exact kind of gameplay you say you are trying to promote, but are in fact penalizing.  I will admit to having a bit of an axe to grind, as this is my personal preferred playstyle, on what, about a month ago, became my surprisingly most used frame.

Edited by (PS4)Cwellann
Additional thoughts not necessitating additional post
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Just now, [DE]Rebecca said:

Will bring this to the table to see what adjustments can be made, if any. Thanks for adding thoughts!

Regarding the waves, was it tested to have the waves as they are for damage/punchthrough, but only project when channeling melee and therefore incurring an extra energy cost per swing, as meleeing while in Ivara's Prowl does?

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1 minute ago, [DE]Rebecca said:

 

Will bring this to the table to see what adjustments can be made, if any. Thanks for adding thoughts!

If not boosting the range and duration, I'd personally vote for having the EB Radial Blind open up enemies to finishers (if it does not do so already).

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11 minutes ago, Buzkyl said:

The EB nerf is honestly, alot more reasonable than i thought. Damage fall off with distance and puncture.

However causing the spin blind to take energy makes little senses as

  1. It has lower range than normal blind
  2. Doesn't get that sweet strealth multiplier

But not so bad changes, well done.

 

It actually does get stealth multipliers, from my experience. Just that it doesn't prompt a finisher.

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20 minutes ago, [DE]Rebecca said:

Trinity's Blessing & Ash's Bladestorm are both under review as well.

I'm worried about this D:

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Overall good changes. Glad blind Mirage is getting LoS. Not really fun when she can turn off the game. I'll admit my guilt in doing this far more than is healthy. 

Not sure what to say for Valkyr and Excal. Both seem reasonable.

My concern is more on Chroma. I have a thread here and really hope he isn't forgotten:

I also have something for Ash as well I presented a while ago

thanks again for being transparent with us. It's highly appreciated.

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