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4s | hello tenno megan everett here from the |
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6s | warframe community team bringing you a |
8s | video dev workshop on one of our reworks |
11s | coming in the angels of the zeraman |
12s | update and that is the eczema reborn |
16s | included in the description below will |
17s | be a link to the dev workshop for the |
19s | xmas reborn and also the focus workshop |
22s | both of them coming april 27th on all |
25s | platforms and the angels of the zeraman |
27s | update so let's get started the x-mas |
30s | reborn has two main objectives the first |
33s | one being amplifying their threat in |
35s | combat while also adding some |
38s | justifiable rewards and also overhauling |
41s | their visual and audio cues so you know |
43s | exactly what type of eczema unit you're |
45s | up against so let's start with that |
47s | first objective of amplifying their |
49s | threat |
50s | currently we have a wide pool of eczemas |
53s | unit types but not all of them are |
55s | actually identifiable in battle also |
59s | they don't typically stick around that |
60s | long high level or low level |
63s | so we are introducing a more universal |
65s | eczema resistance and also tweaking the |
68s | way that their health armor and shields |
70s | will scale making them more of a |
72s | formidable adversary |
74s | introducing overguard a new health pool |
77s | on top of their regular stats that must |
79s | be removed before you can take down |
81s | their health and shields overguard is an |
83s | additive amount independent of the |
85s | enemy's health and shield scaling and is |
87s | indicated with a bar over top of their |
89s | existing health and shields |
92s | while over guard is active it will keep |
94s | xmas units immune to warframe crowd |
96s | control abilities take out their |
98s | overguard they become susceptible to |
100s | crowd control again |
101s | health shields and armor for examus now |
104s | all scale faster at higher levels up to |
106s | a point where it will eventually flatten |
108s | out our intent here is to give a slight |
110s | boost to enemies like butchers more than |
112s | heavy gunners and to make a difficulty |
114s | more consistent across enemy types |
124s | now we move on to our second objective |
127s | of the xmas reborn which is the visual |
130s | and audio overhaul to all xmas unit |
133s | types we're going to start with the |
135s | blitz xmas unit currently blitz units |
138s | use a shockwave knockdown |
141s | now they're going to summon a frontal |
143s | chain blast attack by slamming their |
146s | fist into the ground this blast attack |
148s | is signaled with an audio cue and the |
150s | effects of the oncoming blast erupting |
153s | from below the blitz units themselves |
155s | are now also covered in a crackling |
158s | energy effects |
168s | next up is energy leech or parasitic |
170s | x-mas units depending on what faction |
172s | you fight currently in game they have an |
174s | invisible aura that drains energy over |
176s | time now they're going to periodically |
178s | spawn an energy leech zone it's |
181s | detonated within seconds and will drain |
183s | a large amount of energy if not avoided |
186s | it's identified by an expanding energy |
188s | zone that matches the same effects as |
190s | the unit and an audio cue when it's |
192s | placed and when it's detonated the units |
194s | themselves now appear shrouded in a |
197s | void-like energy that manifests around |
199s | their body |
208s | next up we have guardian xms units |
211s | currently they produce a radial shield |
213s | charge pulse for allied enemies in range |
216s | now they have three rotating shields |
219s | that fully block incoming damage on |
221s | themselves and also create a similar |
223s | visual effect on nearby allies that |
225s | applies a damage reduction buff on them |
228s | shoot through the gaps to damage the |
230s | unit |
236s | next up we have leech and sanguine |
239s | eczema units currently they have |
241s | lifesteal on damage whereas now similar |
244s | to their energy leech counterparts leech |
246s | eczemus now spawn health leech zones |
248s | which will tick away at your health if |
250s | not invaded and also heals nearby |
252s | enemies leech xmas units now glow red |
255s | with a pulsing vortex of energy |
263s | moving along to shock and the newly |
265s | added bioelectric eczema units that's |
268s | right infested can now become |
271s | bioelectric |
272s | currently shock xms units produce a |
275s | small electrical damage over time area |
278s | now they will spawn three electrical |
280s | orbs that will hover in place for a few |
282s | seconds |
282s | but they will deal increasing electrical |
284s | damage around the unit before being |
286s | released and honing in on the player |
289s | visually shock xmas units have mini |
291s | versions of the electrical orbs orbiting |
293s | around them while they also appear to be |
295s | covered and crackling with electricity |
300s | next up we have arson or caustic x-mas |
302s | units currently they produce a fire |
305s | blast attack that knocks down and |
307s | damages enemies caught in the wake |
309s | now they're going to maintain a fire |
310s | blast attack but you can counter the |
312s | fire blast by simply rolling through it |
314s | to negate its oncoming effect if you are |
317s | hit the damage is higher and it's a |
319s | forced heat status effect |
321s | the arson xmus units themselves are now |
323s | completely engulfed in a roaring plane |
337s | next up we have venomous eczemas units |
340s | currently in game they produce a small |
342s | toxin area now venomous eczemus units |
345s | become surrounded by a swirling volume |
348s | of toxic gas upon being alerted coming |
351s | into contact with the gas will inflict a |
353s | toxin status effect it's also worth |
355s | noting that only enemy melee units can |
358s | become venomous excellence units |
362s | and finally we have arctic or frozen |
364s | eczema units which actually visually are |
367s | not changing because they already |
369s | represent their mechanics very well |
373s | as mentioned in our first objective when |
375s | we talked about increasing the threat of |
377s | xms units we have also given their |
379s | rewards a boost their affinity gained is |
382s | now increased by 200 percent and their |
384s | credits in endo are dropped at an |
387s | increased rate and there you have it the |
390s | xms reborn video dev workshop to recap |
394s | we added over guard as a universal |
397s | resistance for xmas units and we've also |
400s | completely overhauled the visual and |
402s | audio cues of xmas units so that you can |
404s | identify them in battle of course linked |
407s | in the description is the actual written |
409s | dev workshop on our official forums as |
411s | well as the focus rework so you can take |
413s | a look at both of those that are coming |
415s | and the angels of the xeromen update |
417s | april 27th on all platforms thank you so |
420s | much for watching and we will see you |
422s | online bye |