UmekoHimeneko Posted June 2, 2016 Share Posted June 2, 2016 Sigh. There we go, another Trinity nerf. Ya' know, you're just making more and more people want to quit the game. :/ Link to comment Share on other sites More sharing options...
Basqui Posted June 2, 2016 Share Posted June 2, 2016 Thanks! These are great changes, DE! Link to comment Share on other sites More sharing options...
Destrab Posted June 2, 2016 Share Posted June 2, 2016 7 hours ago, [DE]Rebecca said: Hot Trinity Changes & Fixes Blessing: Damage Resistance is no longer calculated based on an Average, but instead a flat value simply capped at 75% (which can be achieved via use of Strength mods). The squad UI now shows who is in range with the Tenno Affinity marker. Fixed Trinity’s Blessing dealing a possible infinite damage multiplier. I'm sorry to echo the cries of a dead horse, but Trin needs to be re-readdressed (I'm so sorry!) A Blessing Trinity really needs that element of risk to be fun to play as. My simplest solution would be if there is a way to differentiate in the code between enemy damage and self damage, simply eliminate all prospect of "self damage" to in turn remove the cheese, and simply have the formula (average team health, average Trin health, average number of licks it takes to get the the center- ... It doesn't really matter, so long as it's a true, living formula.) execute upon the health lost among the team per enemy damage. Is that too hard? It might be really complicated, I've never associated with the tech-y fundamentals of game design but this will fix everything! I hope. Great job with everything else, thanks for the Foama! Link to comment Share on other sites More sharing options...
Myscho Posted June 2, 2016 Share Posted June 2, 2016 Still no fix for Mags Polarize % scale dmg or removing dmg cap from Volt ult Link to comment Share on other sites More sharing options...
MentalDraco Posted June 2, 2016 Share Posted June 2, 2016 (edited) Hhhhh.... so trinity is a bit better but still considering the current insane scaling of enemy's we are still gonna get filled with holes, plus we have to bunch up like fish in a barrel. Well at least mag can't kill herself now, still not happy with the lack of scaling on her abilities. Excal is still in kamikaze warframe state. Has to go in point blank to do serious dmg. Volt still no option to add the speed effect, or so you can roll out of the speed like from limbo's ability, that would be far better then having to hunt for that damn floating spring. Valkyr well what ever after all the other BS i could care less. Edited June 2, 2016 by MentalDraco Forgot something Link to comment Share on other sites More sharing options...
Rauxon Posted June 2, 2016 Share Posted June 2, 2016 39 minutes ago, Destrab said: Is that too hard? It might be really complicated, I've never associated with the tech-y fundamentals of game design but this will fix everything! I hope. I like this idea (much as I really enjoyed easy god mode, especially the original version) - but implementing it 'fairly' can be very complicated, depending on your definition of 'fairly'. The damage side of things is easy - it's balancing based on partial heals that gets complicated. Nasty: Keep track of both damage counts, and for healing remove then enemy damage first. This would mean that you would have to get back to 100% health before the 'disadvantage' of self heal was removed. Reasonable: All healing is split 'evenly' (based on percentage outstanding) between self harm and enemy harm. This would cause a gradual reduction in the disadvantage cause by self harm over time. Nice: Remove self-harm from the counters first, so that the blessing would be the highest 'possible' given the amount of self harm done. There is already a counter for damage 'absorbed' within valkyr, so that counter could be reused for this. E.g. keep track of self harm that 'still counts' in the HUD. Link to comment Share on other sites More sharing options...
Tau. Posted June 2, 2016 Share Posted June 2, 2016 What do you mean the team no longer rides entirely on the shoulders of the Trin? How dare you deprive everyone of their right to be carried. Game ruined. Literally unplayable! Link to comment Share on other sites More sharing options...
Nyxxz Posted June 2, 2016 Share Posted June 2, 2016 (edited) 1 minute ago, Jenemba said: What do you mean the team no longer rides entirely on the shoulders of the Trin? How dare you deprive everyone of their right to be carried. Game ruined. Literally unplayable! 10/10 75% is still hilariously strong though :> Edited June 2, 2016 by Nyxxz Link to comment Share on other sites More sharing options...
DeadlyBannana Posted June 2, 2016 Share Posted June 2, 2016 Overall really nice changes :). 2 quick suggestions. 1 trinities range should scale with range mods. 2 fix excals slide blind, I never used the dash for blind, only for mobility and slide damage, now, instead of sliding around the place I walk, making me a much easier target and reducing my mobility ALOT. Again thx for update. Hope more good changes will be coming soon. Link to comment Share on other sites More sharing options...
xFusedxAtom39 Posted June 2, 2016 Share Posted June 2, 2016 Throw a vauban bastille or vortex into mags magnatize and this happens Link to comment Share on other sites More sharing options...
ImGerik Posted June 2, 2016 Share Posted June 2, 2016 Love the new bit for Mastery Rank. All fixes are also much appreciated. The nerfs are controversial as heck, but I can live with them. Thanks for your hard work DE! Link to comment Share on other sites More sharing options...
Hesyol Posted June 2, 2016 Share Posted June 2, 2016 9 hours ago, [DE]Rebecca said: The cap on capacity remains unchanged. Then I don't understand the point of this system. I thought it should give high Mastery ranks any use, but it doesn't change anything. Maybe I just don't understand how it works Link to comment Share on other sites More sharing options...
mafen Posted June 2, 2016 Share Posted June 2, 2016 9 minutes ago, ImGerik said: Love the new bit for Mastery Rank. All fixes are also much appreciated. The nerfs are controversial as heck, but I can live with them. Thanks for your hard work DE! I see what you did there Link to comment Share on other sites More sharing options...
WhyNotBro Posted June 2, 2016 Share Posted June 2, 2016 (edited) I`ve expected much more from the next patch, but this one...i dont know. P.S. That forma gift, for me, looks like some cash money thrown into my face after an anal rape. Edited June 2, 2016 by WhyNotBro Link to comment Share on other sites More sharing options...
Alex-4 Posted June 2, 2016 Share Posted June 2, 2016 Finally forma does not make weapon completely useless anymore thank you DE Bless change this time is improvement cause let's face it percentage was intended to stop god mode, but it failed to do that due to Glaive combo and we still had near permanent invulnerability only thing that did change was the more annoying way to cast it, but after few days player will get use to it and does it by reflex, so let's face it nothing changed with percentage damage reduction it was still god mode... With 99% Damage Reduction and you get only 1 shield damage was a bit Over Powered its same as completely invulnerable, but 75% cap on bless might be a bit too low, a 90% cap maybe... cause Mirage (95%), Mesa (95%), Equinox (83%) do grant you 75%+ Damage Reduction why cap only trinity on 75% when other can have more? No more Invulnerability ... OK 75% Cap Damage Reduction ...too low Link to comment Share on other sites More sharing options...
-FEW-NOCHI-RAMAR- Posted June 2, 2016 Share Posted June 2, 2016 just remove all the skills in the Trinity, but 2 Link to comment Share on other sites More sharing options...
Rubbertubtub01 Posted June 2, 2016 Share Posted June 2, 2016 Did this update add some performance issues? Cause my FPS has literally HAVLED and all my settings have remained the same as they were prior to the update... If it is an issue with the update plz fix? Link to comment Share on other sites More sharing options...
iDEBz Posted June 2, 2016 Share Posted June 2, 2016 The mod capacity scaling doesn't work. I just formaed both a frame and melee and they're unranked. Beginning to lose faith in you guys, do you not test anything before you release it? Link to comment Share on other sites More sharing options...
chaotea Posted June 2, 2016 Share Posted June 2, 2016 (edited) Not happy about the starting frame level affected by MR. The main reason i play is to enjoy leveling stuff up. I dont mind it on forma, but im worried this will kill the game for me. Missread, thought it was the items starting level, not mod capacity. This should work well. Edited June 2, 2016 by chaotea Link to comment Share on other sites More sharing options...
Deathkgt Posted June 2, 2016 Share Posted June 2, 2016 (edited) Like some of you mentioned already, the hotfix messed up the Mod Capacity. Newly Forma weapons (with potato) stayed at 30 mod capacity. Please fix ASAP. Nevermind, it looks to be a new way of leveling for weapons. Edited June 2, 2016 by Deathkgt Link to comment Share on other sites More sharing options...
Tineidae Posted June 2, 2016 Share Posted June 2, 2016 Guys, you have to be kidding, those are band-aids on top of other band-aids... There was a lot of meaningful and constructive feedback in several threads regarding all these changes and 90% of it is ignored... - Get rid of EB slide blind. - 1 forma for all the effort to make our frames viable and efficient? Really?.. Make a script to reset and give back all used formas at least... - Mag and Volt abilities not scaling is the main bummer for me. Not that they are my mains, but after these changes I just don't want to play the game anymore. - Trinity change is really dumb. It was much better designed with risk/reward it provided - Oberon and Loki passives are the most useless and literally unrelated to the theme of these frames (paladin with dogs/cats and trickster sitting on the wall, yeah...) I don't know.. I am just really disappointed Link to comment Share on other sites More sharing options...
Vlada91 Posted June 2, 2016 Share Posted June 2, 2016 9 hours ago, [DE]Rebecca said: Hotfix 18.13.2 We've received word from the Lotus that everyone will have 7 days following the launch of 18.13.2 to claim a free Forma via inbox simply by logging in shortly after we launch. need fix:akstileto prime,he shooting with only one gun Link to comment Share on other sites More sharing options...
LunarEdge7 Posted June 2, 2016 Share Posted June 2, 2016 36 minutes ago, Alex-4 said: Finally forma does not make weapon completely useless anymore thank you DE Bless change this time is improvement cause let's face it percentage was intended to stop god mode, but it failed to do that due to Glaive combo and we still had near permanent invulnerability only thing that did change was the more annoying way to cast it, but after few days player will get use to it and does it by reflex, so let's face it nothing changed with percentage damage reduction it was still god mode... With 99% Damage Reduction and you get only 1 shield damage was a bit Over Powered its same as completely invulnerable, but 75% cap on bless might be a bit too low, a 90% cap maybe... cause Mirage (95%), Mesa (95%), Equinox (83%) do grant you 75%+ Damage Reduction why cap only trinity on 75% when other can have more? No more Invulnerability ... OK 75% Cap Damage Reduction ...too low Mesa's Shatter Shield only affect herself. Equinox's requires people to stay way close to her for max team defense with that ability. Mirage's Total Eclipse augment is nice, defends everyone, but ONLY when in a dark shade. And in bright areas, it's kill or be killed. Trin's doing her job quite well alrdy. 75% dmg reduct, just need to be in her FIFTY METER RANGE when she does it. Then you're good for the ability's whole duration. Link to comment Share on other sites More sharing options...
LunarEdge7 Posted June 2, 2016 Share Posted June 2, 2016 13 minutes ago, Tineidae said: Guys, you have to be kidding, those are band-aids on top of other band-aids... There was a lot of meaningful and constructive feedback in several threads regarding all these changes and 90% of it is ignored... - Get rid of EB slide blind. - 1 forma for all the effort to make our frames viable and efficient? Really?.. Make a script to reset and give back all used formas at least... - Mag and Volt abilities not scaling is the main bummer for me. Not that they are my mains, but after these changes I just don't want to play the game anymore. - Trinity change is really dumb. It was much better designed with risk/reward it provided - Oberon and Loki passives are the most useless and literally unrelated to the theme of these frames (paladin with dogs/cats and trickster sitting on the wall, yeah...) I don't know.. I am just really disappointed The forma part's asking for too much. Trin change is fine imo. After the enemies health scaling change, frames prolly won't need scaling abilities anymore. Oberon passive, not sure what to say about that.. Loki's? Decoy somewhere high or unreachable, then wall-latch and snipe. Link to comment Share on other sites More sharing options...
Zaniel_Aus Posted June 2, 2016 Share Posted June 2, 2016 (edited) 8 hours ago, Dalicris said: The 99% to 75% nerf?! AT MAX CAP?!?! The mobs have the ability to one-shot a medium survivability player at level FOURTY-FIVE. AND THERE ARE ONE. HUNDRED. LEVEL. MOBS. And even the 45 ones often stagger a T/Prin player with QT(or simply murder one without one), making it quite challenging to play the game with the 99% blessing, so you always have to keep an eye on the counter(and that's with normal/higher power duration!). For realsies? You should be able to solo or 4-man against up to L100 easily, even 150s is pretty easy. L45 mobs are just chaff before a Tenno's wind. If you need 99% Trinity to survive against L45s I have no idea how you are playing this game. Edited June 2, 2016 by Zaniel_Aus Link to comment Share on other sites More sharing options...
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