[DE]Danielle

Dev Workshop: Spores Revisited (Saryn)

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One thing that should change is (looking at your efforts to nerf her), that if the spores kill an enemy, it should still spread, otherwise, she will be a caster frame as she used to be

 

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Posted (edited)

so now saryn is moving to a more casting build type? that sounds great,

though I would keep the spread on death from spore maybe at 4m or something like a melee range,

I would have to feel how it behave in game to know for sure if I would like or dislike those changes, it does look on paper to grant saryn some great potential

edit: after playing around with it in game, the decay rate feels too fast, the fact that it scales off both power strength and duration makes it hard to build around, and due to the limition by the number of mods I lose out on range and some of the recastablity, I really wish this change would be tweeked to were the decay rate isnt just you blink and its gone, otherwise theres no point in it been there in the first place

Edited by NotWhoItSeems
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12 minutes ago, [DE]Danielle said:

*We’ve outright removed spread on enemies that die to a Spore’s tick damage. Being the only wholly passive way to spread Spores, it allowed for that “set it and forget it” play style we were trying combat with Saryn in the original workshop. 

And people keep asking what the points of these rebalances/nerfs are. This right here.

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Posted (edited)

The max number of infected being at 10 is going to hurt.

other changes are all really nice.

will have to see how it plays out.

Edit: after reading it over again, it's a bit ambiguous as to what this means. Is it 10 enemies can have spores on them or that 10 enemies is all that will affect growth? Would like some clarity on this.

Another edit: just saw the post from pablo

thank you based pablo

Edited by Weepin
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Posted (edited)

o boi. who saw this coming? 😂

Edited by Revanx
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1 minute ago, AuroraSonicBoom said:

And people keep asking what the points of these rebalances/nerfs are. This right here.

Dont play sayrn much hell dont know how to build but hey maybe my range duration build will hold water better now XD 

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Posted (edited)

well that looks nice

Edited to add:

I am not sure if you can infect max 10 enemies at a time, OR if the growth maxes out at 10 enemies, and you can infect more enemies. Could you clarify that?

Edited by Weltraumfred

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Posted (edited)

Please reintroduce casting Spore on Molt (without the ability for us to pop the spores) so we can place a "hive" for enemies to get infected. 

With these changes it also would make sense to change damage types on Spores to Toxin instead Corrsovie. And make Toxic Lash corrosive. 

Edited by GA-Bulletproof
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Just now, Revanx said:

o boi. who saw this coming?

Saw what coming a how can i word with with sounding like a prick A balanced re-balance? does that make sense?

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Posted (edited)

By the looks of it , i definitely like the option to recast without detonation so as to hit multiple mobs/groups in different areas and ranges.

The range changes are very welcome too

@[DE]Danielle

The damage growth capped at 10 enemies infected means we can have even 50 enemies infected but only 10 are going to contribute to the ramp up damage right ? Not that we'll also have MAX 10 enemies spored right ?

PS: some other frames abilities happen to destroy the spores as well as the corruption process during fissures, neither frames abilities nor fissure corruptions should erase the spores , might want to fix that while you're at it xD

Edited by arm4geddon-117
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I hope I'm reading that "only 10 enemies count in the scaling of damage" and not "only 10 enemies can be infected"

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I hope these changes do not break her, or we will continue this cycle of buff and nerf indefinitely. good luck DE.

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Seems ok to me,  will this kind of changes be applied to other frames such as Ember &  banshee? 

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Posted (edited)
3 minutes ago, Weepin said:

The max number of infected being at 10 is going to hurt.

other changes are all really nice.

will have to see how it plays out.

That's not quite what it says, though that was my first interpretation too -- it clarifies further down that only the first 10 enemies are counted in the 'increasing damage's calculations -- not that only 20 enemies can be affected by Spores at any given time.

It should really make that clear the first time it mentions it, though.

Edited by cittran
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Posted (edited)

Instead of changing the spread of spores altogether from 8m to none altogether, why not change it to an even smaller number, maybe 4m?

That way even with max 280% range, the range on it is not big enough for the "Set it and forget it" playstyle, but you are also not removing a mechanic from the spore.

In my opinion, Spores are in a great shape as it is, except for the Set it and forget part, but removing that type of spread altogether is not the fix. Changing that range to something which with a max range build will disable that playstyle you mentioned, but still keep that spread relevant, to something like a Melee Toxic Lash build, is important.

Edit: Just for some numbers, for example, with a 4m base range, the max range it could have is 11.2m which is not big enough in my opinion for this set and forget build, but if you still consider that too high, a 3m base range would equal to 8.4m which is still good for a melee build, but nowhere near close to enough for the set and forget build.

Edit 2: Either that, or making that range not scale with Power Range could also work, at or around 8m.

Edited by Eurobenzin
Clarification and numbers.
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Just now, Synpai said:

I hope I'm reading that "only 10 enemies count in the scaling of damage" and not "only 10 enemies can be infected"

Yes. 10+ enemies result in the maximum amount of damage growth per second. Has nothing to do with the limit on how many enemies can get infected at once.

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2 minutes ago, seprent said:

Dont play sayrn much hell dont know how to build but hey maybe my range duration build will hold water better now XD 

Range, str, survivability (if u need it) and maybe some duration. You dont need efficiency

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17 minutes ago, [DE]Danielle said:

First, the periodic damage you’ve accumulated will instantly drop by 20%, which will then commence the decay of the remaining damage by 10% per second (can be modded with Duration).

Is this based on Total ammount or current of the damage? if we had 1000 damage it gets lowered by 20% we would have 800 damage. next its 10% would it be either 700 damage or 720?

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Just now, UNeaK1502 said:

Range, str, survivability (if u need it) and maybe some duration. You dont need efficiency

Primed vigor primed flow Vitality steel fiber Streach Augur reach Primed continuity and uh constitution i dont remember i know my stats are 175 duration  174 range

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