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报告翻译问题
There's an eximus spawn cap for all endless missions of 1 per player, 2 minimum. Steel Path spawns are fixed at 4 player squad size.
CC is still incredibly powerful, even not affecting overguard enemies. It just means you have to target and deal with them first. Nyx simply lacks a hard crowd control.
eximus are still a joke because the ceiling for player dmg is absurdly high
enemy overguard was a mistake that just nerfed CC, something that was already struggling, and further encourages nuking, which was already meta
few overguard eximus isnt gonna hurt CC, Limbo is another case, i been using Nova, Zephyr with no issue dealing with pile of Overguard enemy, even they are level caped , i rather Eximus having CC immune than removing OG making them a completely 0 threat when touched by CC, CC in this game are busted, Either enemy cant move or complete slow like they are not moving.
i was thinking maybe making OG enemy has something to do with Macro farming.
however i do want DE to remove mission modifiers that give all enemies on the map overguard since saying "All enemies is CC immune" is just a restriction that isn't exactly fun/makes some frames more or less without ability's
Nyx's Chaos was sufficient for end game content to stay alive. Now it isn't. But I'm trying different builds with her. I hope the rework will make her more interesting. They need to remove her 4 and make it something useful other than a "I'm Inaros but just REALLY slow".
yeah i hated it before player version was added. now it's just cancerous
No health damage=No attack boost, i dont know what else to tell you.
Ancient Healers give overguard instead of healing and redirecting status effects now. It's not much of a CC change though, because Ancient Disruptors still reduce the duration of Warframe skills by 75% with their infinitely stacking auras. Nyx's psychic bolts actually have an interaction specifically for ancients to disable their auras because of this.
On the topic of absorb, parkour speed allows you to move faster via rolling when it's active. I usually just use it as a panic button to let my shield regen though. It's one of the best skills in the game for protecting objectives in higher level content though, especially something like Mirror Defense in Deep Archimedea.
Chaos is one of the few CCs that works exactly the same on overguarded units as non overguarded units because it changes threat levels. The flaw is the affected enemies still attack constantly, so you'll take strays still, and at high level those strays still do a lot of damage. It also doesn't set threat levels high enough to completely ignore players if the players are too close.
Absorb just sucks. Even if you can roll or use operator. I hate it. It's a terrible design choice and should 100% be replaced by something that fits her kit AND her lore.
Update 35.5.6 from April 10th 2024
The following changes are in addition to their existing functionality.
Chroma’s Vex Armor
Previously, Overguard would prevent Chroma from benefiting from his Vex Armor buffs (since it blocked damage on Health and Shields). So, we’ve made the following change to allow players to receive the buffs through all sources of Overguard:
Now: Melee kills now grant a 15% Armor increase and ranged kills a 15% increase to Weapon Damage (doubled to 30% for ranged weak point kills).