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Báo cáo lỗi dịch thuật
Yeah pretty much. I don't know why this wasn't nerfed sooner aswell.
I just hope this is enough to stop people with spin-attack macros who just fly around at mach-3.
Needless to say this nerf was long overdue and I do agree with DE bring the nerf bats to all these things; these mods were bandaids. At the very least they're letting us keep condition overload to 3 procs and doubling the damage modifier.
I do look forward to reworking these builds on my own again to see what I can come up after the changes.
But some people don't like it because they want to one-shot everything and anything less than that literally ruins the game for them.
You don't need either Maiming Strike or Condition Overload to do high level content. Zaws were just like the Catchmoon; why use any other melee weapon when you could be using your zaw to wipe entire rooms out of existence in the blink of an eye?
More options is always better than a few things standing head and shoulder above the rest.
---
That said I am being optemistic since there are still some basic flaws that really need to be adddressed first to really make this work. ie at what level are we actually aiming to be balanced?.
Level 60 enemies, 100, 200.
Thats alone will decide if stuff and builds are actually viable.
For me I have set the mark at level 100-120 enemies. So Sortie 3 and Mot Survival at the 25minute mark.
Condition Overload is still going to be disgusting on zaws since it's not really that much of a nerf unless you were one of the few people running hyper meta builds. Meanwhile, if maiming strike is going from additive to multiplicative, that's going to make it virtually useless for a majority of current builds. It would actually take away options because now that 5-10% crit weapon pool becomes entirely useless for crit builds using maiming strike. It improves the chances a little but if you're going crit, why wouldn't you go Zaw or something that can easily hit high if not 100% crit? Doesn't this also do the opposite of the effect of the changes to Reach? Low Crit weapons won't feel maiming strikes effect as much as high crit weapons. So, high crit weapons Maiming strike is still "mandatory" if you're just going to spin for max damage (which with the rest of the rework might not be optimal).
In my opinion, changing maiming strike from one thing to another isn't the right call. It should just be nerfed in the % area and removed from Rivens. If not removed from rivens, capped at no more than what maiming strike can give you. Yes it's insane that you can get almost 200% crit on some weapons just by spinning but it's also insane that Maiming strike gives you that much, the rivens give you WAY more and DE thought the problem was the way the mod was applied.
TL;DR: Maiming strike should give like +40% or something, making it multiplicative instead so it's "less powerful" seems like a typical DE approach. Don't change the code, change numbers! when people riot, change the code because oh god the bottom line. It would take more work probably to cap a single riven stat so just change the math. This makes maiming strike a bad choice for non-crit weapons.
That +60% damage? Applied once per status. As a 'x1.6'.
So a weapon which had a base damage of 100 would deal 160 damage against a target with one status condition. But with a second status condition that 160dmg would also be multiplied by 1.6, becoming 256. With a third status, 409 damage, and so on.
With the 10 status effects I'm using, it wasn't dealing 700% of the base damage ( 100dmg*(1+(0.6*10)) ), it was dealing 10,995.12% of the base damage ( 100dmg*(1.6^10) ).
If you were using primary/secondary weapons, or other players, to proc the missing status effects and somehow managed to reach 14, it wasn't doing 940% damage, it was dealing '72,057-and-a-half'% damage.
So if we use the new numbers and double the damage bonus per status to 120%, then cap it to 3 status effects, but otherwise keep it identical to its current implementation:
It's not topping out at 460% damage ( 100dmg*(1+(1.2*3)) )
It's going to be topping out at 1064% damage ( 100dmg*(2.2^3) )
Which is still big, and is slightly more than a 5-status build currently is. But is a big step back, and makes the mod less than 1/10th as useful as it currently is in my own build.
That's why it got nerfed.
At the moment I'm thinking I'll just ditch the Plague Zaw that I built, and aim to craft something for a Crit-based build (or maybe go back to Paracesis?)
If I can leave a spot for Condition Overload, and let my sentinel add conditions for me rather than relying on the weapon itself to do that, I can still get some benefit from Status' - even though it'll mean dropping Healing Return (gives health, per status) and having to find some other way to self-sustain during high-level combat.
I was considering a combo-based, or channelling-based setup - but combos require enemies to consistently be about (or sacrifice +damage slots for a vague amount of combo duration) and channelling mods seem to be being overhauled, so neither of those quite appeal.
-le-SIGH-
As for Condition Overload. I JUST won it doing this years Halloween event. JUST in time for the nerf/buff two'fer. So again I have no first hand experince on how good or GOD it was.
I know a lot of meta players are gonna squeal, but to be honest...they should have known DEScot or Pablo were gonna take away their toys. They always do when they realize they have unleashed something that can one-shot. THAT privalage is for Nullifier snipers only.
DE be like hey arca plasmor is too op and everyone using it what should we do
> release fulmin
> release catchmoon
oh noo its too strong how could this happen, i mean lol do they test or play their own game?
Waiting to rebuild some zaws myself not knowing if I should focus more on crit, status or hybrid.
Got a new riven and just not sure how to go with it.
But really depending on the changes and how they get worked in this rework could end up a buff for a lot of people.
Frankly I wish they would release more guns like the Rubico so they could ease up on the riven dispo. Lack of good choices isn't a great way to balance either.
Ye, sounds like a nerf to me too