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[DE]Megan

Shrine of the Eidolon: Update 22.14.0

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1 minute ago, Fyrscha said:

Just tested my Amprex. I shredded 8 lvl 100 Bombards in half a magazine. I don't think it's nerfed lol

the damage wasnt the nerf, you may need to read over all of the posts about it listed here

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6 minutes ago, Fast_Pickle said:

the damage wasnt the nerf, you may need to read over all of the posts about it listed here

I ain't about to read 20 pages of comments. I read the entire patch notes and I'm aware of the "nerf", but the way you spoke earlier lead me to believe the Amprex was noticeably nerfed, and to me it wasn't at all. As I already stated, I will miss Sinister Reach boosting the jump-range but it's a nerf I understand, and it might simply be a bug fix because maybe it was never intended to boost jump-range in the first place. 

Instead of being snarky and suggesting I'm ignorant of the changes, perhaps you could simply state what it is you think I am missing and posit a useful idea. 

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Just now, Fyrscha said:

I ain't about to read 20 pages of comments. I read the entire patch notes and I'm aware of the "nerf", but the way you spoke earlier lead me to believe the Amprex was noticeably nerfed, and to me it wasn't at all. As I already stated, I will miss Sinister Reach boosting the jump-range but it's a nerf I understand, and it might simply be a bug fix because maybe it was never intended to boost jump-range in the first place. 

Instead of being snarky and suggesting I'm ignorant of the changes, perhaps you could simply state what it is you think I am missing and posit a useful idea. 

well aside from the chaining nerf it seems the chain lightning you get doesnt even do its damage, you pretty much shred one guy at a time

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2 minutes ago, Fast_Pickle said:

well aside from the chaining nerf it seems the chain lightning you get doesnt even do its damage, you pretty much shred one guy at a time

That's not what I saw in the Simulacrum test I just did. I saw the chains working normally and I shredded 8 lvl 100 bombards in about 6-7 seconds, which took about half a magazine of ammo. The Phage, on the other hand, seems broken and not working at all. Perhaps there are bugs in the changes that are causing conflicting experiences with these weapons. 

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Just now, Fyrscha said:

 Perhaps there are bugs in the changes that are causing conflicting experiences with these weapons. 

possibly, I know my amprex wasn't doing any chain damage and some others reported the same

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3 minutes ago, Fast_Pickle said:

possibly, I know my amprex wasn't doing any chain damage and some others reported the same

I just ran a mission with mine, and I saw the chains dealing expected damage (although at the reduced range). Idk what it could be *shrugs*

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I feel the Spectra is still too weak, and the Embolist beam should probably pass through avatars like its "big brother" Ignis, especially given its very short range. Great change on the Synapse!

The changes to arcanes being in the arsenal is fantastic! I can't say enough about how great this is - time to buy some syandanas! But why are the rarest arcanes taxed a million credits in trading? I can understand 1 mil for a rank 3 legendary, but I feel the unranked ones should be 100k.

Edited by Neightrix

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Nice update. But couldn’t extract the Plains after the update was completed. Lost of shards and articula was minimal, but lost in time and effort is a big deal. 

Why the update always scheduled during Night at Cetus? :sad:

Capture fail on Hydrolyst when 3 charged lure is right under it. Don't get it why. 

Edited by leo0826
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9 hours ago, Stoner said:

Can't believe it. I've had my best moments in raids with friends throughout my whole warframe playtime and they are now being removed for very weird reasons. RIP

And arcanes... I feel betrayed by you DE. Raiding wasn't always a walk in the park, there was times where runs could last up to 30-40 minutes and we were rewarded a less desirable arcane. It took a while to build up the collection. Putting these arcanes in an activity where coordination and teamwork isn't necessary, where people can just team up with a random squads and succeed, where you can get 6 to 12 in a single night cycle...This is a total disrespect for everyone who worked their butts off for these things. 

Oh and what do we get in return? A simple badge?? This is absurd. No way to differentiate the raiders that ran over hundreds/thousands of times to those who only did it once. Really hoping the next raids are high on the list of things to do. 

 

lHxpaUx.png

THIS, is what we get? Seriously?? ...

im so sorry for you ;)

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hmm...Kuva endless mission?? it was mentioned on the devstream it was being released on this week..

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The sinister reach /ruinous extension Nerf, damn no fun allowed.

Removal of features because you're too lazy to improve on it, soon conclave will be removed instead of adding justified rewards, you could also just lower overall damage so

it feels like two sci-fi space warriors fighting and not two sheets of paper, how about a ranked system with rewards for PVE? give people incentive.

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Please consider the following changes ASAP.

  • Increase Relic drop rates for Lith to Neo to be brought in line with Axi on Cetus Bounties. (That's not code for nerfing Axi drop rates).
  • Vacuum for Pets
  • Make Operators client based.. ping over 200 makes Operators nearly unplayable!!
  • Teralysts can randomly despawn when on the water's edge facing Cetus gates. Could be lures being pushed into the water. Perhaps if the water wasn't a silly black hole this wouldn't happen.

Really happy about the arcane system! Thanks! Couldn't care less about the Octavia skin, she's probably the most boring frame in the game right now and she's invis the whole gameplay, so?? What's the use? haha. 

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please fix the hydrolyst and guantalyst randomly teleposrting or tell me its a feature because its quite annoying.

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on the Amprex it's 9.5 range gone for an extra mod slot

on Atomos it's 5 range gone for an extra mod slot

 

Feels good for atomos right now, I might switch.

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8 hours ago, Feltal said:

Still wondering why this nerf happened.

Becouse who cares about old players? Nobody thats why.

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Honestly I'm really glad about the beam weapons balances you've been working on, the ramp up per enemy isn't too much of a downside anymore, the base firing damage bumped up to 20% really helps with low level enemies, and being able to have that ramp up decay per enemy really helps out if we miss the target once or twice!

Cycron: Personally I thought that 60 was kind of a pretty great magazine size for it(I would have loved 75. When I tested it out 75-90 was the perfect magazine size to still have to worry about your ammo consumption while not being interrupted too often because you're out of ammo). You could kill a high level enemy with just enough ammo left to start to damage another before you had to let it recharge. 40 feels a bit low... But its still a weapon that I really like! (Staticor will forever be my Number 1 favorite secondary) 

If you're going to keep it at a 40 magazine size, then can I suggest... Making its mag regen not start at 0? It would help the weapon to have a bit more survivability if jumped up to 10, then continued its regen from there. So your magazine hits 0, you wait 1 second, then it instantly gives you 10 ammo before ramping back up to 40. This would help with the weapons biggest flaw, which is starting to shoot too soon after it starts regenerating the mag, it stalls your weapon and then you have to wait another second before it even starts to regen again.

P.S. - Seriously thanks for the range, I was thinking of adding a range mod to it since it was just a tad low, but you went ahead and did that for me, I'm very grateful.

Overall Still Love everything, especially Arcanes! (Please let us use our Arcane Distillers to break them apart... Having multiple sets of a Rank 2 arcane and not being able to do anything about it is very urking >.>) 

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2 hours ago, Fyrscha said:

I just ran a mission with mine, and I saw the chains dealing expected damage (although at the reduced range). Idk what it could be *shrugs*

I mentioned it on page 19, but my simulacrum testing matches yours. Chains do damage proportional to the main beam damage, halving each jump. They mirror the crit and status of the main beam. The only thing that's not being mirrored is headshot damage.

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And with beam chaining as a room clearing option severely hobbled, expect to see even more players using the lawnmower build. Maiming Strike and Atterax  range rivens are going to get even more popular.

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2 hours ago, TeCoolTenno said:

on the Amprex it's 9.5 range gone for an extra mod slot

on Atomos it's 5 range gone for an extra mod slot

 

Feels good for atomos right now, I might switch.

Yep, took off ruinos extension and added the primed crit mods to my atomos so.... stealth buff? :crylaugh:

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12 hours ago, [DE]Megan said:

Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.

It still doesn't work...

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Quote

General Beam Weapon Changes and Fixes:

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%) with the following exceptions:

 

This still doesn't help the issue that DAMAGE RAMP UP PER TARGET is still a horrible mechanic for beam weapons, especially for single-target beam weapons. Does whoever is in charge of these changes even test out their proposed mechanics?! Yeah, I guess the damage ramp up starting at 20% instead of 10% is a decent change but you know it still really doesn't help the main issue which many people provided feedback on. The feedback is literally right HERE:

10 hours ago, -Mittens- said:

Next, you NERFED beam weapons AGAIN by nerfing how they take Sinister Reach. You even nerfed the Cycron! Why the Cycron!?! 

10 hours ago, Rekalty said:

so, please stop nerfing Beam Weapons. Why did you even bother balancing them, if you were just going to nerf them to the ground anyway?

 

 

Edited by POIKILO
Removed some words bc honestly? I give up at this point.
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40 minutes ago, POIKILO said:

This still doesn't help the issue that DAMAGE RAMP UP PER TARGET is still a horrible mechanic for beam weapons, especially for single-target beam weapons. Does whoever is in charge of these changes even test out their proposed mechanics?! Yeah, I guess the damage ramp up starting at 20% instead of 10% is a decent change but you know it still really doesn't help the main issue which many people provided feedback on. The feedback is literally right HERE:

 

 

EDIT:  After playing with it a bit more, I realize that if I'm willing to dramatically change how the last 3 years of beam-weapon play have trained my reflexes, that the per-enemy ramping isn't much of a detriment. I find myself having to stop firing constantly then aiming & firing again in small bursts... exactly like a regular burst or automatic rifle... which I hate... which is exactly why I love (loved) beam weapons in Warframe in the first place... *sigh*

So I retract what I said about there being a more-than-obvious drop in DPS... it's now a choice between a more-than-obvious drop in DPS or a more-than-obvious drop in FUN. 

-

 

I have to admit, now that I've tested my Amprex, Phage, and Synapse at higher level play, the ramp-up per target is a pretty bad mechanic. It just feels "wrong". Nothing about it feels intuitive or that it's how a beam weapon should function, not to mention a more-than-obvious drop in DPS in high-level missions. 


I am aware that the majority of players, as well as the majority of content, it's gonna be over level 60 and the new changes to beam weapons are gonna function just fine at "normal" levels of play on the star map, however... 

I just gotta say how "wrong" it feels to have mysterious, inexplicable "dimming" of a beam's power between targets. I don't like it at all, and I have to agree with Poikilo about how bizarre this is from a design stand-point. Like who's idea was this and why was it implemented this way mechanically? Baffling. 

 

Edited by Fyrscha
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It's nice to see finishers finally functional in Captura, however, upon testing, it turns out that the host can't pause while performing a finisher or when being finisher'd by another player.

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Just traded for an unranked arcane grace from a player and was taxed 1mil credits with 0% tax ... Is this supposed to be that way?

 

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