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Coming Soon: Weapon Balance Pass.


[DE]Rebecca
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Weapon Balance Pass.
 

As we near the staggering number of 300 weapons (including variants), the task of balancing grows increasingly daunting. At its core, Warframe is a co-operative game; having powerful tools is a boon to a team rather than a disadvantage. However, there are a few weapons that have such a dominating effect in missions that co-operative missions essentially become solo. Aside from the handful of dominating weapons, there are even more that have been overlooked.

We have taken a look at our Arsenal and adjusted many weapons - mostly Primaries at this time. Everything below is subject to change. This is our current plan and gives you a general idea of what is coming in the next big Update!

We have buffed 10 underpowered weapons which have unique mechanics that have been overlooked due to their poor stats.

Miter

The Miter is one of the oldest examples of killer concept with lackluster results. The next Update will bring the following:

  • Increased chance of dismemberment on kills.
  • Increased speed of Projectiles.
  • Charge time has been halved.
  • Critical Chance of 5% for a quick shot.
  • Critical Chance of 10% for a charged shot.
  • Mastery Rank increased to 6.

Harpak

The Harpak's stats aren't the worst in the scheme of Primaries, but it has received some love since it is often overlooked.

  • Recoil has been reduced on the Primary Fire.
  • The Alt-Fire Charge time has been removed - it is now an instant harpoon.
  • The Critical Chance has been increased to 20%.
  • Increased the range of the Alt-Fire from 15 meters to 40 meters.
  • Increased the flight speed of the Alt-Fire and updated the FX.

Hind

The Hind has more nicknames than most Primaries (Baguette, etc), but not as much use.

  • We've added a single-shot Semi-Auto Alt Fire to the Hind that has increased Damage, Critical, and Status Chance.

Panthera

Like the Miter, the Panthera is a killer idea with lackluster execution. We've made the following changes:

  • Primary Fire has been switched to Automatic, and the fire rate has been increased.
  • The Status Chance of Primary Fire has been increased to 20%
  • Critical Hit Chance of Primary Fire is now 10%
  • The Critical Multiplier is now 2x.
  • Ammo Requirement is reduced to 2.
  • Secondary Fire Status chance is now 35%
  • Critical hit Chance of Secondary is now 25%
  • Mastery Rank is now 7.

Paracyst

The Paracyst is one of the more spine-tingling weapons in the Arsenal that really runs with the Infested theme.

  • The damage of the Primary Fire has been increased by 5.
  • Updated the FX of the projectiles of the Primary Fire.
  • Increased the range of the Alt-Fire tether to 50 m.
  • The Status Chance of the Primary and Secondary Fire has been increased to 30%
  • The Critical Chance of Primary Fire has been increased to 10%
  • Mastery Rank is now 5.

Mutalist Quanta

One of the more abstract Weapons that uses the Alt-Fire mechanic, the Mutalist Quanta has confused people since launch.

  • The Mutalist Quanta is getting more of a mechanic change rather than just stats.
  • It will have its Alt-Fire stack similar to the Simulor to make a large Infested Orb that you can shoot through for additional advantages.

Buzlok

The Buzlok and its homing mechanism has been used for many creative moments - but ultimately this weapon has been overlooked.

  • The Ammo Requirement for the Secondary Homing has been reduced to 2.
  • Physical Damage distribution has been adjusted to 50% Impact, 40% Puncture, and 10% Slash.
  • Damage has been increased to 60 from 45.
  • Critical Chance increased to 15%
  • Critical Damage increased to 2.5x
  • The flight speed of the Homing Beacon has been increased.
  • The Homing Beacon will now only stick to NPC & Characters.
  • Critical Chance increased by 50% on targets with Homing Beacon attached to them.
  • Clip size reduced to 50.
  • Mastery Rank increased to 9.

Glaxion

The Ice Beam weapon: the Glaxion. Probably one of the most exciting weapons to imagine in combat, yet it has received a cold reception.

  • Cold Damage has increased to 333 from 250.
  • The rate at which ammo is consumed has been decreased.
  • Increased the Accuracy of the Glaxion.
  • Reduced the range from 30 meters to 24 meters.

Ogris

The Ogris has gone through a visual Upgrade, and now it's time for a stat upgrade. To many, this was their first entry into Launcher weapons - are you willing to give it another look?

  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogris has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.

Attica

The Attica was the debut entry into Automatic Primary Crossbows! We've revisited it to perhaps bring it back into the spotlight of your Arsenal.

  • The Weapon Recoil has been reduced.
  • The Fire Rate has been increased.
  • The Flight Speed of the bolts has increased.
  • The Critical Chance has increased to 25%.
  • The Critical Multiplier has increased to 2x.
  • The Ammo Capacity has increased to 20.

We have nerfed 3 weapons (plus 1 variant) that we feel disrupts the co-op setting and pace of gameplay for most groups:

Tonkor

The Tonkor's rocket jumping mechanic has long been obsolete since the introduction of bullet jumping. This weapon is a launcher by nature, and we've made adjustments to that end.

  • The Tonkor now deals self-damage like all other launchers.
  • The Tonkor Grenade trajectory line now appears on holding the fire button (Default Left Mouse), and grenade fires on release.
  • The Maximum lifespan of grenade has dropped from 5 to 3 seconds - grenades are quicker to explode
  • Genades bounce lower and explode sooner, making them more likely to explode where they are shot.
  • The Critical Chance has been reduced to 25%.

Simulor:

The Simulor's entry into Arsenals marked one of the more unique moments in Weapon history. It's always been a little weird - stacking orbs together leads to both passive and active death. The stacking itself causes damage and the fully stacked orb can be activated with your 'Alt Fire' button for an additional explosion.

  • The Status Chance has been increased to 30%.
  • A Critical Chance of 2% has been added. This was an erroneous addition that had no effect since the unique nature of this weapon made it unclear which Stat field was being assigned to the orb output after the changes. The existing Critical Stats have not changed, and this added stat can be disregarded.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-6 meters.
  • The Explosion Damage has increased from 50 to 200 when detonated.
  • On an orb stacking event (when orbs combine), damage range decreased to 1-3 from 3-8
  • On an orb stacking event, damage decreased from from 150-250 to 20-40
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 3.

Synoid Simulor:

Considering the Simulor was the only Primary Cephalon weapon, it was easy to see a Synoid version entering Arsenals. Like its vanilla counterpart, it's always been a little weird - stacking orbs together leads to both passive and active death. The stacking itself causes damage and the fully stacked orb can be activated with your 'Alt Fire' button for an additional explosion.

  • The Status Chance increased to 35%
  • A Critical Chance of 5% has been added.See Above.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-8 meters.
  • The Explosion Damage has increased from 50 to 250 when detonated.
  • On an orb stacking event (when orbs combine), damage range decreased to 1-3 from 3-8
  • On an orb stacking event, damage decreased from from 150-250 to 20-50
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 3.

Telos Boltace:

The only melee entry on the list is the Telos Boltace.

  • This weapon is receiving a bit more of a mechanic change rather than a purely numerical change.
  • The Slide attack will create a vortex that staggers and draws enemies toward you.
  • The following Slide attack (after a vortex) will radial blast and ragdoll enemies away from you.
  • This 'back and forth' will be on a cooldown.

If you have invested into a nerfed weapon, when the Update releases there will be an Inbox message generated on Login to give you a single 3 day Affinity Booster and a Forma per owned weapon to reconfigure your weapons as you see fit!

Regarding any Rivens you may have or are looking to pick up for any of the listed weapons: you can expect small changes to stats. Stay tuned for more information in the Update notes!

Thank you Tenno - see you soon.



 

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9 minutes ago, [DE]Rebecca said:

The Miter is one of the oldest examples of killer concept with lackluster results.

I just got out of an Orokin Neo Fissue, where as Mag, I was using the Miter. I remembered about that Weapon Augment idea about giving the Miter a chance to pop nullifer shields. 

Were these weapon augment mod ideas shelved?

 

Also, I am pretty sure the Synoid Simulor and the vanilla one do not have the same explosion range of a combination event. That is one of the first things I noticed when Synoid Simulor was released, and partly what made it so useful.  

Edited by Pyus
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1 minute ago, [DE]Rebecca said:

Like the Miter, the Panthera is a killer idea with lackluster execution. We've made the following changes:

Please consider also making it switch modes using alt-fire as well.  Please read

 

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9 minutes ago, [DE]Rebecca said:

The Tonkor now deals self-damage like all other launchers.

Telos Boltace:

The only melee entry on the list is the Telos Boltace.

  • This weapon is receiving a bit more of a mechanic change rather than a purely numerical change.
  • The Slide attack will create a vortex that staggers and draws enemies toward you.
  • The following Slide attack (after a vortex) will radial blast and ragdoll enemies away from you.
  • This 'back and forth' will be on a cooldown.

Curious about telos boltace changes, probably I'll get to like it now. About the tonkor... LET IT FALL!!! It's had been too long since rocket jump became obsolete, so the weapon has finally been sent to where it belongs as expected >:D

 

7 minutes ago, Xekrin said:

Please consider also making it switch modes using alt-fire as well.  Please read

 

That can only make weapons like euphona prime way too slow. I wouldn't mind such change as long as there's also a way to keep things as they are. 

Edited by -Stormdragon
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11 minutes ago, [DE]Rebecca said:

The Tonkor now deals self-damage like all other launchers.

Toppus Kekkus

Edit:

11 minutes ago, [DE]Rebecca said:

Telos Boltace:

The only melee entry on the list is the Telos Boltace.

  • This weapon is receiving a bit more of a mechanic change rather than a purely numerical change.
  • The Slide attack will create a vortex that staggers and draws enemies toward you.
  • The following Slide attack (after a vortex) will radial blast and ragdoll enemies away from you.
  • This 'back and forth' will be on a cooldown.

As long as it still helps clean up randomly scattered junk crates, I see no problem with this

Edited by Punchedface
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:heart::heart::heart:

 

Legitimately love all these changes. Even the rebalances to the broken weapons.
 

Sadly this says just how poorly done Rivens were done. Seeing how they were meant to buff older weapons like this already. Though I guess Better Rivens are waiting on Damage 3.0 before they can work as intended.

Edited by corporatePaladin
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