Tenno,
Earlier this week we were ‘Tip’ped off to a problem of our own creation:
Claiming a ‘fix’ for Venari + Healing + Inanimate Objects when a Tip from the community creation verifies it’s intended. How can this be? Well, you can see the history here the topic is not over:
“We made a hasty change in Hotfix 27.3.6 that removed Venari’s Heal aura from affecting Oplinks AND Defense Targets. Firstly, the terminology of calling Venari’s Defense Target healing a ‘fix’ was incorrect, so apologies there on my behalf. It’s correct to say it was a feature for Venari, considering it had its own Tip for it! The change stemmed from our desire to resolve Operation exploits as quickly as possible, and we didn't communicate this properly.
We’re doing a deeper review on abilities that heal Defense Targets that we can speak to in the coming days.
Apologies as well for the late reply on this topic. We’ll update everyone when we’ve dug deeper and have an action plan.
We have been heads down several days on discussions - and ultimately what we want is more ‘Healing’ abilities to work to allow for more strategies to emerge in various mission types. We want there to be lots of options instead of one ‘perfect’ option. The decision to not allow heals to work on these defensive targets is an old one, and it arose from Trinity's Blessing. The fact that it was a 100% heal meant that it trivialized any Defense mission. Since then we have been blocking heal on most abilities (not super consistently) without reflecting back on the original design decision.
Now that that we have reviewed it, we feel like healing these objectives can serve well as an alternative or a complement to the commonly used defensive abilities, such as Frost's Snow Globe, Gara's Mass Vitrify, Limbo's Cataclysm. 100% heals is not what we want to do, so we are instead trying to allow the effects but adjusted as to not trivialize the game modes.
Here are the next steps:
Warframe Abilities / other items that provide healing will work on Defendable Objects in 3 ways:
- Fine as is
- Needs a cap
-
Change “Burst Heal” into “Heal Over Time”
Heal Source |
Normal effect |
Effect on all types of static Defendable objects (Cryopods, Excavators, etc) |
How does this already work on the live build? |
Gara - Mending Splinters |
3 HP per sec for each active splinter |
Fine as is. |
As is |
Hildryn - Haven |
500 Max Shields 80% faster Shield recharge |
Fine as is, will inherit the Normal effect behaviour. |
On live does nothing |
Trinity - Blessing |
Up to 100% HP and Shield restore |
Previously did nothing. Now, will Heal for 500 over 5 seconds, can’t stack |
On live does nothing |
Equinox - Mend |
25 Shields for each enemy killed Burst heal based on how much damage was dealt Notes: Since the heal amount is based on player damage, the numbers are astronomical which will lead to imbalances outside our goal here. |
Previously did nothing. Now, Allow the Shields component to work and heal for 500 over 5 seconds, can’t stack. |
Does not affect (health nor shield) |
Vazarin - Protective Dash |
5 seconds invulnerability 60% Heal over 5 seconds |
No invulnerability Heal for 500 over 5 seconds, can’t stack |
Works at full effect |
Khora - Venari |
Heal for 50 hp/sec |
Fine as is. Will return functionality that kicked this whole Workshop off. |
We will be returning the functionality it had before |
Hydroid - Curative Undertow |
Heals 30% hp every 1.5 secs when ally stands on it |
Previously did nothing. Heal for 100 per 1.5 sec |
On live does nothing |
Harrow - Penance |
Heals allies for a % of damage dealt Notes: Similar to Equinox, very hard to balance for this since it’s based on damage dealt. |
Heals are capped up to 50 per. |
On live does nothing |
Oberon - Renew |
125 burst heal 50 health per sec |
Previously did nothing. Now, Fine as is and will inherit this behaviour. |
On live does nothing |
Garuda - Blood Siphon |
Heals by % of missing health |
Doesn’t apply, for flavor we think this shouldn’t. |
On live does nothing |
Inaros - Scarab Swarm |
Heals for damage dealt by Swarm Projectile divided by allies in range. |
Fine as is, will inherit this behaviour. |
On live does nothing |
Nidus - Ravenous |
Heal allies standing on it for 20 HP per second |
Fine as is, will inherit this behaviour. |
On live does nothing |
Wisp - Vitality Mote |
Increase max hp by 300 and heal for 30 hp per second |
Fine as is, will inherit this behaviour. |
On live does nothing |
Volt - Capacitance |
Grants shields based on 3% of damage dealt |
Capped at 250 shields, no overshields |
On live does nothing |
Titania - Passive |
4 Heal Per Second for 20 Seconds, |
Fine as is |
On live does nothing |
Sancti Magistar |
Heals for damage dealt in an AoE |
Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time. |
Going from burst to heal over time |
Ancient Healer |
Heal for 100 HP every 20 seconds |
Fine as is |
As is |
Rejuvenation Aura |
Heal 3 HP per sec |
Fine as is |
As is |
Arcane Pulse |
60% Chance to heal for 150 HP when picking up a globe with a 15 sec cooldown. |
Fine as is |
As is |
Next let’s talk Damage Reduction. The above covers healing efforts, but what about abilities that reduce incoming Damage? It’s completely inconsistent on live right now, so we are making changes.
Damage Reduction
Damage Reduction Source |
Normal effect |
Effect on all types of static Defendable objects (Cryopods, Excavators, etc) |
How does this already work on live? |
Trinity - Blessing |
50% Damage reduction unmodded |
Capped at 50% Damage Reduction |
On live does nothing |
Mirage - Total Eclipse |
Grants 75% Damage reduction to allies |
Capped at 50% Damage Reduction |
On live does nothing |
Titania - Thorns |
50% damage redirected to enemies |
Fine as is |
On live does nothing |
Gara - Splinter Storm |
70% Damage reduction |
Capped at 50% Damage Reduction |
Works at full effect |
Ember - Immolated Radiance |
50% of Immolates Damage reduction applies to allies |
Capped at 50% Damage Reduction |
On live does nothing |
Baruuk - Desolate Hands |
80% Damage reduction |
Capped at 50% Damage Reduction |
On live does nothing |
Harrow - Warding Thurible |
40% Damage Reduction |
Capped at 50% Damage Reduction |
Works at full effect |
Nezha - Warding Halo |
Absorbs 90% of damage |
Capped at 50% Damage Reduction |
On live does nothing |
We are aiming to ship this bigger revision on Defendable Object healing in a near Hotfix - stay tuned as we dive deeper into this. We just wanted everyone to be aware of the intent within the same week we created the miscommunication and inconsistency.
Stay home, stay safe, have an awesome weekend Tenno!