over 4 years ago - [DE]Rebecca - Direct link

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:
 

  1. Fine as is
  2. Needs a cap
  3. Change “Burst Heal” into “Heal Over Time”

     

Heal Source

 Normal effect

Effect on all types of static Defendable objects (Cryopods, Excavators, etc)
NUMBERS ARE SUBJECT TO CHANGE, the purpose of this post is to communicate our intentions

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)
NUMBERS ARE SUBJECT TO CHANGE, the purpose of this post is to communicate our intentions.

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!
 

over 4 years ago - /u/rebulast - Direct link

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 Shields80% 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 killedBurst heal based on how much damage was dealtNotes: 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 invulnerability60% Heal over 5 seconds No invulnerabilityHeal 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 dealtNotes: 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 heal50 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!

External link →
over 4 years ago - [DE]Bear - Direct link

This change is now live!

If you have further feedback, please use the following thread:

Healing Abilities on Objects
https://forums.warframe.com/topic/1189074-railjack-revisited-part-1-healing-abilities-on-objects-feedback-megathread/