A second look on the upcoming armor changes | Warframe

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  • čas přidán 31. 05. 2024
  • Oh boy.
    Timestamps:
    0:00 - I changed my mind
    1:01 - Nerf and Health changes
    4:08 - Mobile and fast mentality
    6:15 - Warframes affected?
    12:38 - What are they gonna do?
    #warframe
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  • Hry

Komentáře • 45

  • @ArthussOfficial
    @ArthussOfficial  Před 28 dny +1

    Oh boi

    • @asdf30111
      @asdf30111 Před 28 dny

      8:43 but that is a different change, this change is a nerf to frost. Depending on the values a bigger nerf then the buff for his cold. Likewise it is just a nerf to hildryn, do you forget she is a frame with the ability pillage?

    • @ArthussOfficial
      @ArthussOfficial  Před 27 dny

      @@asdf30111 Nope but in general you are gonna be dealing more damage even with partial armor strip

    • @asdf30111
      @asdf30111 Před 27 dny

      @@ArthussOfficial but less with full armor strip which both of them are usually build to do, or high armor strip depending on level. Not saying it is not a good change, but it will nerf warframes like saryn instead of buffing them like you said. At least the usual builds, it will allow for people to build them in other ways though.

    • @ArthussOfficial
      @ArthussOfficial  Před 27 dny

      @@asdf30111 Enemies will have more HP but wouldnt Saryn be dealing even more damage since the armor value is lower and spores deal corrosive?

    • @asdf30111
      @asdf30111 Před 27 dny

      @@ArthussOfficial No sense most Saryn builds will full strip, but it will make it so non full strip builds won't be outright worse anymore at high enough levels.

  • @Darthmufin
    @Darthmufin Před 27 dny +24

    If they never removed self damage, and all aoe weapons still would one shot players and make them rage, then in current day people would be using frames that give overguard exclusively to nuke maps as the overguard gating, especially dante, would just let them spam explosives and get away with it and massively shift the meta towards those frames.
    While you can absolutely argue that removing self damage caused the aoe meta to rise, self damage was awful and i'm never going to be convinced it was a good idea. If a napalm can shoot me point blank and not set himself on fire, then i shouldn't be able to either.

    • @ArthussOfficial
      @ArthussOfficial  Před 27 dny +5

      The napalm example is great one damn

    • @Darthmufin
      @Darthmufin Před 27 dny +1

      @@ArthussOfficial I mentioned it because there was a point where DE accidentally gave them self damage lol czcams.com/video/2mF9ofSNJjQ/video.html

    • @Darthmufin
      @Darthmufin Před 27 dny +2

      @@ArthussOfficial replied to you with a link, was probably put in spam lol.

    • @ArthussOfficial
      @ArthussOfficial  Před 27 dny +1

      Holy, think i didnt got to notice that back in the day

  • @The57912
    @The57912 Před 27 dny +5

    In my opinion, 'Nerfing' the Full Strip alongside Viral+Slash indirectly due to giving other options more weight, is probably the best outcome of this situation.
    This means that the Armor Strip Status Effect of Corrosive, actually functions and isn't just a Bonus element when you get a weapon with Innate Corrosive.
    Again, I think that, while the wider community doesn't really care, a good portion of the 'Higher Level' Community (Whatever that means tbh) was already asking for Viral + Slash nerfs, simply due to them being too effective by the sheer fact that those were the only options that could keep up with the Scaling of Armor.
    Yeah, you're probably not going to kill as fast with Full Armor Strip anymore. But then again, a good portion of those 'Higher Level' players also regularly complained that Armor Stripped enemies were also 'too weak'.
    By Nerfing the thing that made Viral + Slash so prominent, and Buffing the overall item to promote other options, it's the best outcome from this.
    Personally, I want to see how this changes and how much it actually effects the game. I also want it so that using Corrosive is the best option against Armor, instead of like the two elements that are the worst against Armor with the exception of their status procs.

    • @TheSket
      @TheSket Před 26 dny +1

      Full armor strip isn’t changing. You’re still going to be fully capable of the same level of damage as you are now IF NOT more, due to the element changes. Other non full strip options are getting significant buffs ONLY in situations in which the armor of the enemy would exceed somewhere around 15k armor.

  • @vallewabbel9690
    @vallewabbel9690 Před 21 dnem +1

    I think it's okay to make non full strip builds viable, tho I'm worried that full strip might be underwhelming when 10 corrosive is enough for every situation.
    But yeah they'll probably make late game a lot easier generally.

  • @Johnny_no_smiles
    @Johnny_no_smiles Před 27 dny +2

    Hey dude not related to this video but is there any chance you could do a video on some of your favourite disruption weapons, ideally underrated ones people might not of tried? Even if you just threw together a playlist that would be cool.
    Just looking for something new to use.

  • @PrimedLaundrySauce
    @PrimedLaundrySauce Před 25 dny

    To me these changes are going to make build styles and playstyles even more unga bunga raw damage than they already are, the damage in which we dill will be increased by anywhere from 5 to 20 times damage since a lot of grineer on SP have like 98% DR or higher unless they have super low armor like butchers, that increase in damage will make a lot more options just kill outright way faster devaluing full strips all though full stripping will be useful, but I think this will be the death of at least viral hunter munitions stuff depending on how mcuh health is increased. The part that scares me potentially is how will this play out for endurance content like disruption or void cascade where base health is already super high and thrax especially now are still annoying to deal with, Elite archimedea where the biggest threats there are already super high base health enemies. My main concern is how will this effect any enemies with damage attenuation like the fragmented one and archons, they are bosses that are pretty annoying to deal with due to this "mechanic" but now if the health is scaled higher then damage attenuation becomes a much larger issue and the fragmented one on an EA run will take longer than it already does even though its not a hard boss, ngl id hate that cause i already really dislike just laying into a damage attenuation sponge for over 10min.

  • @PatVX1
    @PatVX1 Před 9 dny

    Personally, I am vaguely hopeful for the changes, but will wait to see how they play out.
    I think the idea of making changes to enemy armour is good. The way current armour scales feels like if you don't strip armour fully, you do next to zero damage, and if you do fully strip armour, you just kill everything near instantly. I don't think either of those are great; a midground would be good: If you don't strip armour, you still kill things, but slower, and if you do strip armour, you still kill things, but faster.
    I'm all for a challenge, but enemies having tons of armour that just makes them immortal unless you either fully strip it or use one of the few damage types that completely ignores it just feels like wasted potential. Surely it would feel more interactive if armoured enemies actively felt tankier than other enemies, but not at the cost of them being totally indestructable while the armour remains.
    Personally, I have always felt like low level missions were how Warframe was meant to "feel". I enjoy high level content too, but the game feels significantly more interactive and immersive at lower levels where it's possible to take a few bullets without dying instantly, and enemies aren't bizarrely unkillable demigods unless you run an ability that just totally disables their armour and turns them into paper mache. Higher level content in Warframe rarely feels more "challenging" and more often feels just more "punishing". If your loadout deletes enemy armour, and you have some ability or equipment that enables you to survive, you can clear most high level content just as easily as low level content, the only difference being with higher numbers.
    Always thought it'd be cool if the game had a stat squish or something, because it feels like the higher level you go, the less time you spend doing the things the game markets itself for. You spend less time shooting things and doing parkour and more time pressing very specific abilities that delete your problems, and other specific abilities that make you unable to die. The need to be good and shooting and moving becomes less important than having the right abilities and stats equipped, which just feels like a shame because the shooting, slashing and moving is a big part of what makes Warframe so cool.
    I'm rambling though, and I'm probably completely wrong. I just like the bits of gameplay that resemble the trailers and cinematics, rather than the bits of high level gameplay where a single machinegun bullet deletes me unless I'm using an ability that grants near immortality, and the enemies can't be damaged at all unless you make sure to hit them with an armour strip first.

  • @AlastorNightheart
    @AlastorNightheart Před 25 dny

    the TLDR of the new update to armor is that Corrosive will be more effective than Viral FOR ARMOR, Warframes armor is not affected.

  • @atwarroyal8770
    @atwarroyal8770 Před 26 dny

    I think most under looked context on armour change maybe reception of latest game mode armatus.
    Community hasn't been able to get decent way to kill demolishers till levelcap that doesnt involve frames using true damage or percentage damage dealing abilities like trinity or revenant. There have been builds with people going dual toxicyst , melee slam nukes but they seem pretty niche.
    Archon shards don't seem to work as it is well known probs at this point, so maybe this is DE's way of silently asking players to give game mode a second trial.

  • @13lueBomber
    @13lueBomber Před 26 dny +6

    I myself, am I mobile player. I found this game about a month ago, MR 8. Certain things are extremely difficult just using touch screen controls. Aiming “aiming for boss fights”, executing complicated Warframe abilities “Limbo”, obviously “combos”, and certain jumps like wall jumps, but regardless of those flaws, I love this game. I’m definitely going to move to console once I finally buy one.

    • @l-d3ux-wezzy-l309
      @l-d3ux-wezzy-l309 Před 25 dny

      Go play with a controller easyer to play

    • @just_connor
      @just_connor Před 25 dny

      There are cases that act as console controllers you can definitely slap on your phone if it can run warframe on mobile.

  • @TheCr0oked1
    @TheCr0oked1 Před 27 dny

    we cant change elements unless they change how forma's work

  • @usefulbobcat
    @usefulbobcat Před 27 dny +1

    Lokis decoy scales with health and shield but not armor so if they increase enemy health even if they decrease armor then this will buff decoy

  • @Kevin-um1ly
    @Kevin-um1ly Před 25 dny

    I believe the part about "everything has to be fast" is a misunderstood perspective, the average gamer has about 2h to play per day and that means that games need to help their casual audiences just as much as they do with their veteran/hardcore players.

  • @Super787B
    @Super787B Před 25 dny

    My only concern with the changes is if they buff enemy overguard to compensate for the armor nerfs.
    It’s annoying enough to deal with overguard without xata’s whisper at higher levels, and that combined with the health buffs would make things like thrax even harder to kill without a minmaxed setup, which most normal players won’t understand how to build without help.

  • @asdf30111
    @asdf30111 Před 27 dny +1

    Is it a buff to corrosive? If an enemy has enough armor to 10x it's hp, and you get rid of half you have an enemy with 55% of ehp. If an enemy has enough armor to 5x it's hp and you get rid of half you have an enemy with 70% of the ehp.

    • @ArthussOfficial
      @ArthussOfficial  Před 27 dny +2

      Indeed but then you are not talking about corrosive, just like Pablo's example on current armor at a level 200 is a 10% change on DR at 10 stacks

    • @asdf30111
      @asdf30111 Před 27 dny +2

      ​@@ArthussOfficial I don't get how that is more important than the percentage of total HP you can chip away at. The numbers will be bigger, but the amount of change in % of total HP of enemy health you deal per hit will change less with corrosive stacks than they do now. It will make viral more powerful in comparison, as it will still increase the percentage of health damage you do at the same proportion as it does now.

    • @redfiend8746
      @redfiend8746 Před 27 dny +2

      ​@@asdf30111The amount of armor corrosive stacks take will be less numerically, but the amount of DR that is going with the armor being removed is going up. They're changing enemy armor scaling so it's completely different from player armor scaling. Right now it works like player armor, where 300 armor is 50% DR, and after that the number scales to infinity to never reach 100%. That's fine for us, because there is only so much armor we can put on our frames, but it's why enemies get armor in the tens of thousands to get DR over 90%. No matter the armor strip, if it's not a full armor strip, there is no way to get a lv 100-ish armored enemy's armor rating to 300 or below, meaning corrosive can never take their DR under 50%.
      Armor at higher levels is full strip or don't bother because, using the lv200 heavy gunner as the example, 10 corrosive stacks only takes off 10% DR while viral is 100% bonus damage to health with one stack.
      With an actual armor cap and modified scaling.
      Lets say:
      3k armor is the new cap
      3k armor is 99.9% DR
      The armor scaling is linear from 0-3000
      That makes 1500 armor around 50% DR
      Corrosive removes 80% of armor without shards which leaves the enemy with 600 armor.
      That 600 armor would only be 22-23% DR because it scales linearly.
      80% corrosive would reduce 80% of DR at ANY level instead of only reducing 10% of the DR because the 80% of tens of thousands of armor still leaves the enemy with 100x the max armor a player can achieve with the current way of player and enemy armor using the same scale.

    • @redfiend8746
      @redfiend8746 Před 27 dny

      ​@@asdf30111future changes will probably bring powerful outliers back. The fundamental system change is a blanket buff to everything while keeping the current meta powerful. If everyone had to completely change how they mod their gear right away, there would be more rage than the Dante nerfs.
      Viral, slash, and heat, have been the meta for as long as they have specifically because their effects stack/scale in a way that makes everything else mediocre. At the same time, they're the core mechanic that allows the minority of endurance runners to still do ludicrous damage at levels game engine and mechanics are not and have never been, balanced around.
      They can't do anything about the core mechanics of slash/viral/heat without ensuring the other damage types are relevant. They can't balance the game at the top if they can't balance the core mechanics of how we interact with/damage the enemies.

    • @asdf30111
      @asdf30111 Před 27 dny

      @@redfiend8746 10% of DR reduction at 95% base DR, is 3x damage though.

  • @alfonsobenitez1269
    @alfonsobenitez1269 Před 27 dny

    Ayun Tey

  • @kajita2048
    @kajita2048 Před 27 dny +4

    No worries, if DE mess it up, they gonna change it back. Like they did with big changes in the past, so I wouldn’t worry too much bro

  • @Sci-Fi_Freak_YT
    @Sci-Fi_Freak_YT Před 27 dny +1

    I just care about difficulty

  • @koronx058
    @koronx058 Před 26 dny

    Warframes balance is god awful because enemies were too OP so instead of fixing enemies, they just gave players too much power.