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[DE]Rebecca

Plains of Eidolon: Facts & Fundamentals of Focus 2.0

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2 hours ago, Kaotyke said:

SAN1cHQ.png

I tried to report your post, but apparently 'groan-inducing puns' didn't qualify as a report category.

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Anyway, back to the topic of feedback.

 

I withdraw my complaints about Operator movement! My favourite Focus tree upgrades their speed, they can ground slide, transitions are faster, they inherit momentum from Warframe bullet jumps, and they can Void Dash more. Ok. More than ok. Great!

 

There's still that weirdness about the Void Stalker branch of Naramon, where levelling it up actively makes Void Mode less useful, but fine. It's a pretty useless mode and there are other things to work on. It's basically harmless.

 

I think the Focus costs are pretty inflated, and mandate cheesy Focus farming rather than a gentler, more fun, more natural playing style, but that's been the case ever since DE decided they didn't want passive Focus gain to be a thing and started playing Nerf-A-Mole with the various strategies for gaining Focus. It's not good. It's not going away. Fine.

 

My one remaining bit of feedback is the statement that it will be utterly bizarre to say "Operators are warriors now," without updating their dialogue options. Come on DE. It's been two years. It's time.

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Just now, BornWithTeeth said:

Not this week. Maybe next week.

but they said next week on friday so its this week?

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2 minutes ago, AngelicRhino said:

but they said next week on friday so its this week?

I'm accounting for delays and a desperate forty hour deathmarch over next weekend.

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Just now, BornWithTeeth said:

I'm accounting for delays and a desperate forty hour deathmarch over next weekend.

but they wont delay it will they? :( i dont want this to be like the WarDelayed

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According to the splash page when it was launched, it is coming this week. Monday is unlikely, but Tuesdays are their normal patch days.

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1 minute ago, Colyeses said:

According to the splash page when it was launched, it is coming this week. Monday is unlikely, but Tuesdays are their normal patch days.

but it is possible?

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9 minutes ago, BornWithTeeth said:

I withdraw my complaints about Operator movement! My favourite Focus tree upgrades their speed, they can ground slide, transitions are faster, they inherit momentum from Warframe bullet jumps, and they can Void Dash more. Ok. More than ok. Great!

Now we must adress the issue of Warframe slides.

The Operator movements look more... organic than the Warframes, we need better animations for them.

10 minutes ago, BornWithTeeth said:

My one remaining bit of feedback is the statement that it will be utterly bizarre to say "Operators are warriors now," without updating their dialogue options. Come on DE. It's been two years. It's time.

Dynamic changes? After TSD its a dialog set, after TWW its another?

I still wish Lotus would stop forgetting what a Kuva Siphon is... Maybe we should make her a "grandma"?

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Just now, scinut71 said:

Also Monday is Canadian Thanksgiving.

good time to realese it for thanks giving? XD

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2 minutes ago, Colyeses said:

According to the splash page when it was launched, it is coming this week. Monday is unlikely, but Tuesdays are their normal patch days.

More like Thursday or Friday if they are willing to work on the weekend for fixes.

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1 minute ago, Kaotyke said:

More like Thursday or Friday if they are willing to work on the weekend for fixes.

Then earlier in the week would make more sense for them to deploy. The following couple of days are going to need all hands on deck to catch anything that goes wrong, so launching it right on the edge of the weekend?

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1 minute ago, Kaotyke said:

More like Thursday or Friday if they are willing to work on the weekend for fixes.

but they did say full focous is getting plains out so ill keep my hopes up for tommorow but at the same time not really

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DE, please, allow us to put and removed lenses on items as we wants and give us 5 focus lenses slots on each item (1 of each school. Choosing the active lens for this items in the arsenal). For example, actually, when we loved a rifle weapon playing a lot by us, and put a lens on it, we can't removed this lens if a new rifle is released and put this lens on it if we need cause we wants plays more this weapon than the other. In the same way, actually, if we loved to play a weapon, and need to makes the points of each focus schools without weapon changing, we need to have 5 of this weapon, each with a different school-lens. So please, read my post ;)

EDIT for loadouts : a lens selected in a loadout is locked for this loadout, so, for example, this allow you to creates a loadout with all items with Madurai lenses selected, and an other loadout with the same items but with all of this items with Naramon lenses selected.

EDIT for other reasons : if you allow us to put and removed lenses as we wants, we can, for example, removed a normal lens for create a superior lens in the foundry. And, for the last reason, if we have a lens equiped on an item, we lost it if we put an other lens on it.

Edited by (PS4)Crazy_Mr_J
EDIT for other reasons
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31 minutes ago, scinut71 said:

Also Monday is Canadian Thanksgiving.

Makes me wonder if the 10 day window was basically 7 days (so, a week) plus a 3 day holiday weekend.

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inb4 DElayed to november.

Edited by Lokime
It's a joke.

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On 29.09.2017 at 9:48 PM, [DE]Rebecca said:

The Inner Might passive originally (at the time this devworkshop was posted) granted up to 50% more Channeling Efficiency on Melee. We’ve since increased that to 60% in an effort to breathe a bit more life into Channeling. On the one hand - right now is that enough life? Possibly not. But we are boldening a bit to revisit the mechanic down the road! 

-From the beginning I though that Channeling is 200% damage, but it was actually only 150% I was disappointed :/
Only Life Strike is great for Channeling to regenerate your health.

-All the rest channeling mods are useless because you need to sacrifice one mod slot, which means less damage because you could put there another 90% elemental mod, and for example quickening mod with -80% channeling will eat your energy very fast. All these mods need to have removed -% channeling efficiency to be actually used.

-Life strike in my opinion should be nerfed, in % drain health and in % max health gain per one hit, because when you play as a heavy armored Warframe like chroma you gain energy from rage mod, and can regenerate all lost health with one hit and all hard work of enemies damage was for nothing.

-Maybe channeling should be One click to eat energy and you can do as many strikes as possible, channeling after eating energy will last for 4seconds, and no matter how many attacks you do in those 3 seconds it won't eat more energy. Or eat energy per second, not per hit.
Channeling cost:10 energy for 4 seconds or 2.5 energy per second.

-About melee itself in my opinion it should have life strike for channeling inside of this mechanic already around 1% health drain and can heal up to 10% Warframe maximum health per hit. Life Strike mod takes one slot of melee and I had some problems with builds for Critical hit, shooting weapons doesn't have that much problem.

-Charge attacks should deal 8x or 10x damage and maybe ignore 50% of enemy armor (but only the attack, not reduce armor for long time), 4x is useless too low and some stances actually have 200% damage, 300% or 400% like Cyclone Kraken for machetes.

-Maiming strike mod and RIvens with Slide attack have 90%+ crit chance are broken, and to that crit damage. Making you ignore whole combo system from stances and just make slide, slide and slide attack over and over again dealing 30k+ damage per slide, this is rather boring and makes charge attacks even more useless.

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7 hours ago, Kaotyke said:

Maybe we should make her a "grandma"?

That will require us engaging in the activities that aren't that legal for the minors... Yea...

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On 10/6/2017 at 6:46 PM, [DE]Danielle said:

We’ve since increased that to 60% in an effort to breathe a bit more life into Channeling. On the one hand - right now is that enough life? Possibly not. But we are boldening a bit to revisit the mechanic down the road!

Not even close.
Glad to hear you're thinking about the mechanic, with an eye to revisiting it.

I'll try and recap:
tl;dr -
* Channeling bills per activation. This penalizes small, quick weapons, and makes blocking disproportionately risky. (Also, it's directional, and any gamemode with continuous spawns is going to surround you unless you're camping in a dead end.)
* Channeling competes in utility for resources with Warframe abilities - and loses by a landslide.
* Channeling mods compete for the opportunity cost of slots and points with global improvement mods - and mostly lose by a landslide. Most of the mods are either overcosted in their malus, or underperforming for it, when compared with the equivalent global mods, and all of them only affect a subset of attacks, a disadvantage not shared by the global mods.
Further, channeling requires that the melee be equipped. Between differing modding choices and the weapon swap time, a person who isn't dedicated to melee isn't likely to ever equip their melee. (Unless they're a newb without damage increasing mods, and ran out of ammo or their gun TTK can't compete.)

Base cost: 5 energy for every enemy hit, and every attack parried.
Block a Hind burst? 25 (unmodified) energy. That's virtually never better than using the same amount of energy for your first ability.
Slide attack through 5 enemies? 25 energy. That's rarely better than etc.

</tl;dr>

Reflex Coil: +60% Ch.Eff.
Focus Energy: +40% Ch.Eff
Total: +100% Ch.Eff, (capped at 80%, for a minimum of) 2 energy.

Life Strike: -140% Ch.Eff.
Corrupt Charge: -40% Ch.Eff.
Enduring Strike: -40% Ch.Eff.
Focused Defense: -140% Ch.Eff.
True Punishment: -60% Ch.Eff.
Quickening: -80% Ch.Eff.
Total: -500% Ch.Eff, for 25 energy a pop.

And that's without comparing the malus-mods to the ones without a malus, let alone the general use ones.

Corrupt Charge vs. Killing Blow: +100% Channeling damage multiplier (a distinction which isn't indicated anywhere but the arsenal, btw) w/ malus vs. +120% Channeling damage multiplier.
True Punishment vs. True Steel: +40% Crit chance, w/ malus, only affects Channeled hits (and, being a conditional modifier, isn't represented in the arsenal) vs. +60% crit chance, no malus, affects any and every hit.
Quickening vs. Fury: +20% attack speed, w/ malus, only affects channeled attacks (and, being a conditional modifier, isn't represented in the arsenal) vs. +30% attack speed, no malus, affects any and every attack. Add the existence of Primed Fury, and the comparison's even more lopsided; Quickening's even less beneficial.
Enduring Strike vs any melee dualstat: +60% status chance w/ malus, only affects Channeled hits (and, being a conditional modifier, isn't represented in the arsenal)  vs. +60% status chance, no malus, affects any and every hit. Only arguable downside is that it's bundled with an elemental damage increase, if one's aiming purely for slash procs.

Focused Defense could be beneficial by exchanging a warframe mod slot for a weapon mod slot, but unless I'm misrecalling the testing at the time, is additive with Steel Fiber et al., making it essentially useless in practice - I highly recommend reading the note on that page.

Some channeling mods come without a Ch.Eff. malus attached.
Enduring Affliction is one such example, and would be quite useful if Lasting Sting didn't exist.
One could argue that it's a cheaper option, modding-wise, but given the opportunity cost, I'd expect a person advanced enough to be modding for status to have the resources and inclination to choose the (significantly) more effective option.

Life Strike, Dispatch Overdrive, Parry and Reflection at least offer (almost) unique abilities. Parry, however, costs a huge amount of energy due to channeling mechanics, and is ineffectual against ranged attackers; and Reflection is an amusing gimmick in T2-or-lower missions, but fares poorly due to Warframe's enemies' Health/Damage asymmetry, and that's before factoring in damage reduction from Damage 2.0 multipliers, armor, locational DR, auras, and so on.

Honestly, Parrying's most effective use is in free autoparrying for the counterattack finishers, and frames with the toolkit to capitalize on that tend to have an in-kit tool (e.g. Radial Blind) to achieve the same goal more reliably, faster, at range and likely for less energy cost.

 

I think that was everything.

Edited by Chroia
:poop:. Missed closing a hyperlink.
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3 minutes ago, kyse said:

wait so NARAMON wont have stealth anymore?

You read the front page? Because the exemples are bad as hell.

This one is better

On 06/10/2017 at 7:28 PM, Archwizard said:

Took some notes on each of the Focus trees, so here you go:

  • Each tree will require 100 capacity from the focus "Pool" up top in order to cap out, which took about 5 million focus to do, excluding the costs of nodes
  • Each tree has 2 "Residuals", one of which is always the starting node, the other will be a single-node branch
    • Residuals are proc effects that are activated by entering Operator mode or using your Operator ability, and remain active for the remainder of the mission
    • Residual nodes are hexagonal
  • Each tree has branches for the Void Dash, Blast (melee) and Mode (stealth crouch), respectively
    • These nodes will increase the energy cost of affected abilities in addition to the bonuses provided
    • Nodes on these branches are circular and are unlocked with the War Within
  • Each tree has a branch with two "Way-bound" nodes 
    • Way-bound nodes are Operator passives that, as their capstone rank, can be "unbound" to use with any Focus school active
    • Capping (or "unbinding") the final rank of each Way-bound effect requires a "Brilliant Eidolon Shard" to unlock, in addition to 1 million Focus
    • Way-bound nodes are also hexagonal
  • Once unlocked, individual nodes of the tree can be deactivated at no additional cost
  • Unlocking nodes will no longer increase the cooldown of your Operator ability
  • Transitioning to/from your Operator occurs more quickly, and Operators will inherit momentum from your Warframe if you switch mid-parkour
    • Operators can now slide and have new death animations
    • Ability energy is now separated from the Void Beam ammo, and features a new UI element
  • Amp weapons for your Operator affect the beam attack, and can apparently be ranked up; no other information is provided
  • Some of the passives available in the previous iteration of Focus will be available as Arcanes (although which have not been specified - here's hoping for Shadow Step)
  • I didn't provide the growth values, because all provided values are subject to change

NARAMON

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Starting node (RESIDUAL):
Affinity Spike (6 ranks) - Increased Affinity from Melee kills

Branch 1 (RESIDUAL):
Power Spike (4 ranks) - Increased melee damage

Branch 2:
Executing Dash (4 ranks) - Instead of throwing enemies, Void Dash opens them to finishers and increases finisher damage taken
Surging Dash (6 ranks) - Void Dash base damage and damage radius (ie width) are increased

Branch 3:
Disorienting Blast (4 ranks) - Void Blast has a chance to Confuse enemies (a la Mind Spike, Chaos, Irradiating Disarm)
Disarming Blast (6 ranks) - Void Blast has a chance to Disarm enemies (a la Radial Disarm, Nyx's passive)

Branch 4:
Void Stalker (4 ranks) - Entering Void Mode increases melee Crit Chance (stacks a la Point Strike) over 5 sec, but this bonus diminishes over 20 sec upon exiting Void Mode
Void Hunter (4 ranks) - Enemies within range can be seen through walls while in Void Mode (a la Zenith)

Branch 5 (WAY-BOUND):
Mind Step (4 ranks + capstone) - Increased Operator movement speed (including slide speed)
Mind Sprint (4 ranks + capstone) - Increased Void Dash travel distance

VAZARIN

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Starting node (RESIDUAL):
Mending Unity (4 ranks) - Increases Affinity range

Branch 1 (RESIDUAL):
Mending Soul (4 ranks) - The next X revives after activating Operator will be instantaneous

Branch 2:
Protective Dash (4 ranks) - Void Dash grants damage immunity to allies it passes through (including the user)
Sonic Dash (4 ranks) - Instead of throwing enemies, Void Dash releases a traveling shockwave that stuns enemies

Branch 3:
Guardian Shell (6 ranks) - Void Blast can be charged to create a barrier that drains Operator energy when struck, instead of health
Guardian Blast (4 ranks) - Void Blast restores a flat amount of shields to allies struck

Branch 4:
Void Regen (4 ranks) - Void Mode periodically heals the user while active
Void Aegis (4 ranks) - Void Mode emits a protective barrier that grows to a maximum size over 5 sec

Branch 5 (WAY-BOUND):
Enduring Tides (4 ranks + capstone) - Increased Operator health pool
Rejuvenating Tides (4 ranks + capstone) - Operator regenerates health every second

UNAIRU

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Starting node (RESIDUAL):
Mirror Flare (6 ranks) - Passively reflects a percentage of taken back to attackers

Branch 1 (RESIDUAL):
Stone Skin (4 ranks) - Operator and Warframe armor are increased (stacks a la Steel Fiber)

Branch 2:
Sundering Dash (6 ranks) - Void Dash will reduce armor of enemies it passes through
Crippling Dash (4 ranks) - Void Dash will reduce damage dealt by enemies it passes through

Branch 3:
Magnetic Blast (4 ranks) - Void Blast places a personal Bullet Attractor on enemies struck for a limited period
Unairu Wisp (4 ranks) - Void Blast has a chance to summon a Wisp that can be picked up by allies to increase their Operator damage dealt

Branch 4: 
Void Shadow (4 ranks) - Void Mode grants invisibility to allies within range
Void Chrysalis (4 ranks) - While you channel Void Mode, invisible allies within range gain mitigation

Branch 5 (WAY-BOUND):
Basilisk Scales (4 ranks + capstone) - Increased Operator armor
Basilisk Gaze (4 ranks + capstone) - Increased Void Blast effect radius

ZENURIK

  Reveal hidden contents

Starting node (RESIDUAL):  
Energy Pulse (6 ranks) - Energy Orbs grant a percentage of bonus energy over (inversely affected) time

Branch 1 (RESIDUAL):
Inner Might (6 ranks) - Increased Channeling efficiency on melee attacks

Branch 2:
Energizing Dash (6 ranks) - Void Dash leaves behind a zone that grants an energy regeneration buff to allies who pass through it (a la the armor buff from Hallowed Ground) for 30 sec; players can stack the effects of multiple Zenurik users' zones at once
Lightning Dash (4 ranks) - Void Dash creates ball lightning that travels slowly and zaps nearby enemies

Branch 3:
Temporal Blast (6 ranks) - Void Blast slows enemies for a period
Voltaic Blast (4 ranks) - Void Blast chains to nearby enemies for increased damage

Branch 4:
Void Static (4 ranks) - Void Mode emits an electrical pulse on activation that deals Electrical damage in a radius
Void Singularity (4 ranks) - Void Mode pulls enemies within range towards the Operator while active

Branch 5 (WAY-BOUND):
Void Siphon (6 ranks + capstone) - Increased Operator Energy regeneration
Void Flow (6 ranks + capstone) - Increased Operator Energy capacity

MADURAI

  Reveal hidden contents

Starting node (RESIDUAL):
Phoenix Talons (4 ranks) - Increases all Physical damage dealt

Branch 1 (RESIDUAL):
Phoenix Spirit (4 ranks) - Increases all Elemental damage dealt

Branch 2:
Blazing Dash (6 ranks) - Void Dash leaves a trail of fire (a la Nezha) that deals Heat damage over time
Meteoric Dash (4 ranks) - Void Dash deals a flat amount of additional damage to enemies

Branch 3:
Flame Blast (4 ranks) - Void Blast shoots a Fireball that explodes after a delay period, dealing a multiple of the initial Blast's damage
Rising Blast (4 ranks) - Void Blast's base damage increases, and it can be charged for additional damage

Branch 4:
Void Radiance (4 ranks) - Temporarily Blinds enemies within range after leaving Void Mode
Void Strike (6 ranks) - Void Mode generates a buff to your Operator's next damaging attack outside of the cloak, which stacks for every second that the Operator was cloaked

Branch 5 (WAY-BOUND): 
Inner Gaze (4 ranks + capstone) - Increased Void Beam/Amp ammo capacity
Eternal Gaze (6 ranks + capstone) - Increased Void Beam/Amp reload speed

 

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naw i saw that one but i see no more stealth on melee crits that or i am blind lol

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4 minutes ago, kyse said:

naw i saw that one but i see no more stealth on melee crits that or i am blind lol

that? that was purposely removed cus it was obscenely overpowered

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