Explain me why Tonkor and Telos Boltace nerfs have to be that huge

Ok, so weapon balance pass is coming up in U20.

Some weapons will be buffed, but 4 weapons will be nerfed:

  • Tonkor
  • Simulor
  • Synoid Simulor
  • Telos Boltace

Tonkor

  • Add self-damage
  • Change trigger mechanic: holding the Fire will show the trajectory, releasing Fire will shoot the grenade
  • Reduce fuse time on grenades (from 5 to 3s)
  • Reduce grenade bounciness
  • Reduce critical chance from 35% to 25%

Okay, I understand that many people complained about Tonkor's lack of self-damage. I understand why this happened. I understand why they've made grenades less bouncy and reduced fuse timer.

But hey, was there any real need to nerf that critical chance? Tonkor was pretty good for Sortie 3 missions, including its self-damage it' would be an okay weapon for more open maps. Why nerf it even more?

I mean, Vaykor Hek can one-shot Sargas Ruk on Sortie, where Tonkor already starts encountering some issues in public games (if you get a 4-man squad who can get complimenting builds things do change, but not that much)

Simulor and Synoid Simulor

Please, keep in mind that I'm not a Simulor fan and I've barely used it myself.

  • Status chance buffed to 30% (35%)
  • Critical chance embarrassment 2% (5%)
  • Orb stacking damage range decreased from 3-8m to 1-3m
  • Orb stacking damage reduced from 150-250 to 20-40 (150-250 to 20-50)
  • Orb explosion damage range buffed from 0.5-2.8 to 1-6m (1-8m)
  • Orb explosion damage buffed from 50 to 200 (250) on detonation
  • It now takes 3 orbs (instead of 5) to max out range

Basically, now you have to blow up your orbs when you get a full stack, instead of shooting at one point.

Well, I understand that they wanted to nerf trigger-happy Mirage Simulor spam. But now it will be a very slow-paced weapon, most will drop it, others will most likely opt for using it on Defense with a macro (autouse alt-fire every 3-5 shots). I think this weapon needs a mechanic rework, not this switch.

But this change will most likely move SS from Meta to Fodder category. It was great for trash clearing, though.

Telos Boltace

This one gets its mechanic changed:

  • Your first slide attack creates a vortex around you, which pulls enemies in
  • Your second slide attack deals a radial blast attack, dealing some damage and ragdolling enemies
  • Then you get a cooldown

Okay, so. There is a niche use for Telos Boltace right now - container opener. If DE breaks that - hello... Broken Scepter? Anyway, you get the point.

It's a nice weapon, overpowered if you use it in Starchart, but great for long runs and Sorties. Up to about level 70-80 it shreds, provided you build it right. At level 100, it's still viable, but not as much, heavy units start dishing out some good damage, bleed procs stop doing enough damage, you get it. At about level 150, maybe 170-ish, you would want to swap it out for something else.

Like Galatine Prime, Lesion or Atterax. I remember Brozime running Survival for 2 hours solo as Naramon Nekros with Atterax. Telos Boltace just can't compete with that.

I've tried bringing it to the extreme: Maiming, Berserker, Relentless Combination, Volt in Simulacrum vs lv 120 enemies. It does kill them pretty fast. But you die even faster.

It would have been fine if they reduced chance of slash procs on slide attack, maybe reduced wave damage a bit or made it scale off your base damage (capped at, say 60, with "max" build). But this?

Now, please explain me where my reasoning is flawed and maybe explain logic behind DE's changes.

Explain me why Tonkor and Telos Boltace nerfs have to be that huge

69 comments · 57% upvoted · other discussions

comments

[deleted]

[removed]

[deleted]

I think the Tonkor nerf was a step in the wrong direction. Other launchers should have had their lethal self-damage toned down, and giving the Tonkor extremely high self damage means that nobody will use it.

All explosives that do self-damage should have a capped damage value (say, 1/3 - 1/2 of the base, unmodded damage, no crits) and the Tonkor would have been raised to that.

As it stands, the Tonkor will join the other launchers in being only situationally used.

MatthewDaPenguin

Now my zephyr is completely useless for late game. I spent the last few months putting 6 formas on my tonkor. It wasn't OP because the aiming was very difficult. I based a huge part of every one of my builds around the tonkor. With the excessive nerf to the weapon I will likely play the game significantly less.

Gendalph [OP]

Try using Zarr, it should be comparable.

I'm going to forma mine this weekend, probably.

ParkerHotelOscar

"I based a huge part of every one of my builds around the tonkor. "

This is exactly why things get nerfed.

_Keo_

Guess I'll be selling my Tonkor Riven then :p

[deleted]

I just wish they could have nerfed the telos in a way that doesn't hurt it's can opening properties.

Maybe make it NOT gain combo from the guranteed slash proc or nerf the extent of how good the waves could be instead of removing them.

I've only been playing for two months, but since day 1 I had my eyes on the Telos and it's been my most used ever since acquiry simply because I find something strangely satisfying about those SWHINGS despite having better builds on other melees when I need more umph.

Jeratto

I've been playing for about a month and ever since I saw Telos Boltace for the first time, I joined Arbiters of Hexis right away. I was more into swords than guns when I started but as soon as I am about to get the T. Boltace (10k~ more standing), it gets changed today. I don't know what to do now in this game anymore since that weapons just gone.

[deleted]

Have you played WoW? I never got the second part of Illidans glaives and when I saw the Telos I knew they were the one for me in WF.

Sad!

TheCambodianHammer

I like the Trumpesque ending to this reply.

[deleted]

I'll have you know my warframes hands are YUGE while wielding the bigly glaives.

Blissful_Altruism

All the weapons they nerfed are AoE, brainless, overpowered weapons. They took no skill, had barely any drawbacks, and did ridiculous damage. Now they at least take a small amount of thought to using them.

As for the one shotting Ruk, that's a bug.

ShinigamiNoDesu

"They took no skill" What weapons is this game take skill?

exaslave

Bows/Snipers (some anyway), charged weapons, very low range weapons, non hitscan weapons, self damage weapons, burst-fire weapons (unless you use a macro to make them auto).

I consider those weapons that take skill.

Schoggomilch

who would torture himself by playing such stuff?

and even if you think you're very skillful cause you use a bow, sometimes there are just large crowds and regardless of your skill it will take serveral years to kill a ton of enemies with a sniper or low-ranged weapon.

Thyferion

And yet they didn't nerf Atterax. Too bad, the reworks had been perfect then... Oh well, more Atterax spam it is!

fountainhead777

This. It's the AOE and that you barely had to aim. Other weapons are strong but they require aiming to be at all effective.

Gendalph [OP]

Again, I'm not asking about "Why they nerfed them", I'm asking "Why so hard?"

Lambmael

The self damage is pretty hard, but is the crit nerf that bad?

I would guestimate the new tonkor being around the new ogris' level of pure damage.

Gendalph [OP]

25% if you consider Point Strike.

It needs testing, but I think it will be a pretty hard nerf.

Kinjetrax

Probably the same crowd that gets everything nerfed. Forumites and scrubs in this game are cancer.

The same crowd that says "OP" and "Amazing." The same crowd that wants everything nerfed in a game about scaling that's up to Level 9999. People like this should just get the fuck out.

fountainhead777

And everyone is countering that it's not really that hard of nerfs. They'll be even with other good weapons at high difficulties. Except now you have to pay attention, use alt fire, and maybe not just slide attack.

There are other weapons that could use balancing too like the atterax you mention in every other comment.

TheDarkstarChimaera

There are other weapons that could use balancing too like the atterax you mention in every other comment.

And it'll probably get a nerf (or Shadow Step will) if people talk about in every other comment the same way we get our "let's burn Simulor Mirages in effigy guys!" thread every week. It's not coincidence that the weapons getting nerfed are the ones most talked about. I see it as a demonstration that if Mirage, Mag, Trinity, and Valkyr can get nerfs than so can these weapons. They don't become dumpster material, they're just pulled back in line to not trivialize content.

nailbudday

To add to that, I'm pretty sure valkyr has received exclusively nerfs since she released. Hysteria's damage radius isn't affected by range, hysteria's a toggle, hysteria's base damage down, hysteria ramps up to ungodly energy costs.

Valkyr is still amazing. Trinity is still amazing. Mirage is still amazing. All these people losing their minds about changes that not only haven't happened yet, but haven't been confirmed to be final. Everybody on both sides needs to just calm the hell down for a second and wait for the changes to actually roll out before we start rioting at DE headquarters.

TheDarkstarChimaera

There was a period where Hysteria just got changed to a toggle AND had melee-mod scaling AND Energy Leech Eximi didn't yet drain energy through toggle abilities (they do now). Give her Primed Reach and even Nullifier bubbles couldn't stop her.

Then it was downhill nerfs.

EV Trin was untouched so she's still meta, and 75% damage reduction on frames that aren't, you know, Loki is still good. She can also solo tank, so not weak by any means.

Mirage's damage output wasn't changed and even with this new Simulor she can probably get great damage out of it.

I'm just waiting to see how it pans out once the changes are here. I've never stuck with anyone one weapon so I moved on from the Tonkor...15 months ago maybe? And the Synoid Simulor was fun for like 2 months after release then it got boring. Now it's all about the Ferrox for me.

Thyferion

And yet with these nerfs, Mirage is the only one that will get use out of Simulor XD

JustAhobbyish

Can honestly see a use for these weapons post nerf?

FullShane

It's been 3 months, so lemme tell you about the tonkor: hell no. The thing is a gamble to use. Don't even consider bringing it into any closed environments, those nades will find a way to ricochet back to you. It's an insta-suicide cannon, essentially. I haven't equipped it since and it used to be easily my favourite weapon (especially paired with Nidus's 2nd ability, it made confetti) so it really hurt my enjoyment of the game. I mean, I'm still good enough to play the "end-game" content that I always have but now it's just boring. It didn't make it easier, really, any weapon or frame is overpowered with the right build and player using it, but now it's bland. The tonkor was fun, nothing more.

TheDarkstarChimaera

Ironically enough the Simulor won't be that bad for Mirage. She can make a full Vortex in one shot then instantly detonate it.

I think it'll be crap for anyone else after this but I'll wait to see after the patch.

JustAhobbyish

Can see the simulror being okay now status weapon. Tonkor got hit super hard. Change to crit would been fine instead got triple hit.

YeOldDrunkGoat

Status on an innate magnetic weapon though. Painful.

Not to mention that, atm, the explosion forces an electric proc & I'm not even sure it can proc anything else.

ImagineShinker

Not really sure about the Simulor, but if I remember correctly the Castanas can afflict other status procs in addition to Electricity when you detonate them with their alt fire so the Simulor is probably the same.

TheDarkstarChimaera

Growing pains in all honesty. I mean it's obvious DE isn't perfect at weapon balance looking at the Tonkor in its original iteration (auto-headshot weapon with miniscule self damage that nukes things in a large radius), so I don't really blink an eye at them nerfing any one thing so hard. A Warframe, yes, I care more about that, but weapons come and go.

Aksomati was bad because of its reload then good for a bit despite its inaccuracy, but now gathers dust because the Akstiletto Prime came out. Again, those are the growing pains in this game inherent to being made by DE's design philosophy.

And hey, if we get 10 legitimately interesting buffs and weapon changes in exchange for this then they can remove the Tonkor from my inventory for all I care.

Gendalph [OP]

Gasserax. Obliterates literally anything up to level 300. Manual: use Naramon, bind slide attack macro to any key, make monkey press it.

Next, please.

Edit: I apologize for the condescending wording, but my original question is "while I understand the reasoning behind nerfing these, why nerf them so hard?" and nobody seems to notice it.

Blissful_Altruism

And they are nerfing gas interactions with multipliers. That is also a bug

next please

If you want people to take you seriously, don't be condescending in your arguments.

Gendalph [OP]

I'm just trying to say that there are more such brainless weapons out there, some may be even more powerful than the ones being nerfed.

As I've mentioned in my original post - I perfectly understand the reasoning behind nerfs, I just don't understand why do they have to nerf them this hard.

TheDarkstarChimaera

Oh, one other thing I'd forgotten to mention: the three weapons getting nerfed are all high-profile weapons. The Atterax is more of a sleeper OP that does insane things and just gets ludicrous if you crutch up with Naramon. The Boltace, Simulor, and Tonkor have all been discussed to death, and when the original Boltace nerf came out (energy waves only when using as stance melee) some users on the forums lovingly cheered for DE nerfing it.

The Tonkor is already a pretty low MR weapon. These three are essentially an example that DE isn't afraid to nerf weapons as they've been nerfing frames (Saryn, Ash, Mag, Mesa, Mirage, Excalibur, Trinity, Valkyr).

* some of these frames are still really powerful but they definitely had a change to their playstyle

TheDarkstarChimaera

Manual: use Naramon,

Likely part of the reason that hasn't been nerfed yet is that in the grand scheme of things it's not actually a big deal. Most missions don't go long enough to use it, and most people using it are using it as a crutch. The time you DO need it is when you are part of the very small population that do long survival runs for whatever reason (it can't possibly be for a test of skill or endurance because Naramon is a crutch).

I still absolutely believe it should be nerfed. It's a crutch, and terrible game design that basically forbids Unairu and Madurai from ever being useful for anything.

Also they know about gas and said they're going to fix it (legitimately fix, this subreddit has repeatedly shown that its overapplying stealth damage multipliers).

Point is that if someone just has the Telos Boltace, full stop, they can put out a huge amount of damage in a large area with no effort. DE doesn't want that so they're taking steps toward it. It's not the first time: Mag, Saryn, Ash, Mesa (of course Saryn and especially Mesa still put out a huge amount of damage quite easily, but Mag and Ash have terrible damage output because of the effort required).

Gendalph [OP]

Again, I understand the reasoning behind nerfs, I don't understand reasoning behind this level of nerfing.

I can go to high level missions without Naramon, Boltace, Tonkor and perform even better if I did take them.

TheDarkstarChimaera

If I had to wager I guess (which is all anyone here can really do) I'd put my money on testing purposes. Look at all the changes to these weapons. The Simulor's damage model is being flipped, the Buzlok is becoming a pseudo-Soma once you lock onto the target, the Harpak/Paracyst are getting QOL changes that might make you actually value their alternate fire, the Hind is getting the alt-fire the Stradavar has, the Panthera is becoming a...Sort of crit shotty basically.

The Tonkor is being put in line with other launchers because it has defining characteristic (small magazine, detonation on contact, high damage), so now it's just part of the group.

The Boltace change doesn't really do anything for Maiming Strike builds. It's not even the best thing you could go for as you pointed out, you've got Atterax, before Maiming Strike was even a thing spin-to-win Orthos Prime builds were good (and are just better now), but this is a new unique mechanic they want to put on this thing.

Look at it this way: they could have just nerfed the Simulor/Boltace out right and done nothing else to them, but they changed the weapon behavior. The Tonkor already had unique weapon behavior, but those behaviors are now essentially detriments ("wait, this thing has good damage for a launcher, but not AMAZING, and it's a 2-round magazine, and it detonates on touch, not just anywhere I want, and it's a 2-second reload?").

Tonkor basically gets the short end of the stick here. Even if the Simulor/Boltace aren't very viable after this, they can be seen as experiments in weapon design. Tonkor after this will either float or sink.

Gendalph [OP]

The Tonkor is being put in line with other launchers because it has defining characteristic (small magazine, detonation on contact, high damage), so now it's just part of the group.

Great. I understand this. Why nerf base crit chance for 10%? That's -25% crit chance (87.5% -> 62.5%), 5% nerf would have been more or less ok, but this will make people think twice or even thrice before picking up Tonkor.

Telos Boltace is OP in lower levels, not so much in higher levels. It needs some tuning here and there and it will be fine. But what they're doing feels like scrapping a working idea for an experiment.

TheDarkstarChimaera

Well it still has pretty high explosive base damage for launchers (highest IIRC? It's above the Zarr at least) and the highest crit chance. They're nerfing it down because they don't want launchers to be that powerful given their AoE nature? Honestly I don't much care about the damage loss, it's the self damage in ALL launchers that makes them a headache to use in a game like this.

It really doesn't matter if something's OP at high levels. Anything past level 100 basically won't matter on DE's radar UNLESS you're getting more rewards than they expect (compare a 3-hour run using one key in the old Void to a 3-hour run using 36 relics now). The Telos Boltace shredded things up to a good level with very repetitive spin-to-win tactics that produced a huge amount of visual FX (though WHY they didn't just remove the FX I don't know). Still, it's in a different boat than the Tonkor.

asasiner12

oh don't worry about that, that's confirmed getting nerfed as well

Gendalph [OP]

No big deal, some tinkering around crit-Bleed procs and you'll have similar effect.

braindead5

I remember Brozime running Survival for 2 hours solo as Naramon Nekros with Atterax. Telos Boltace just can't compete with that.

I remember seeing a thread about 3+ hour survival using the Telos Boltace and Chroma.

TheDarkstarChimaera

And we used to have the what 8 hour long Interception missions with Ivara and Covert Lethality or something? End of the day DE's more likely to nerf something if the reward output is higher than intended, which is actually tricky to do now given the relic system. Do 30 5-minute runs or one 2.5 hour run and you get the same worthwhile rewards (with some extra credits and a few relics from the fissue escalation mechanic but that's small enough to be ignored).

_Cabesi_

First of all, it's worth pointing out that these are only proposed buff and nerfs and nothing has been finalized yet.

But let's look at the weapons:

Tonkor: - The nerf is justified if you compare it to other launchers. Not only were you able to do massively more dmg, but you were also able to do it without any danger. Now you will still do more damage, but you need to be a lot more careful now, and will, in effect, trade higher dmg for smaller magazine/longer reload. Also don't forget that this is an MR5 weapon, but is massively stronger than, for example, Secure Penta, an MR12 weapon.

When you look at launchers in general, though, apart from Tonkor, they are not that great. They do AoE dmg (which is awesome) and although that damage is not all that much, it can be boosted by a countless amount of Warframe powers, so no problems there, however, unless you sacrifice a mod slot, the self-damage is a real problem. There are two parts of dealing damage: the amount of damage; and how easy it is to apply the damage. Launchers don't really have crazy damage, and trying to apply that damage is not only met with unpredictable results thanks to bounces and what not, but can kill you as well. For someone who plays mostly solo, that means that they are only really usable in situations where you can safely dump ammo on enemies from a distance - like Akkad or similar. For people playing in squads, who don't mind being revived from time to time, they are still alright I guess, since AoE is everything in WF. Tonkor was the only exception.

Personally, I think they should lower Tonkor's damage as they did, but remove self-damage from all the launchers, or at least significantly reduced it. But then again, the balance is dependent on a multitude of things, on how other weapons are changed, on what content we are expected to fight, etc, so it's hard to judge that holistically. For example, although self-damage is a bit dumb and in solo can kill you and in pub your mates can fuck you, self-damage would be a decent point of balance when comparing launchers to single target weapons.

Synoid Simulor - Was quite possibly the best trash-clearing primary in the game, huge AoE, very easy to use and no downsides, except for perhaps the range. Damage wasn't that great either, but again, the AoE is everything and dmg can be improved with buffs. The nerf doesn't even look that bad and, if anything, makes it even better for Mirage, since she just needs to shoot once, then can detonate immediately. I can't really make sense of the range changes (they don't seem to match what we have now), so who knows, and as for the status increase, that's whatever, since you should be clearing everything with one explosion anyway.

Now, as for this type of weapon, together with Ignis and Amprex, they are supposed to be AoE clearing machines, but with lower raw dmg than launchers or especially single target weapons. But as is the re-occurring theme here, the reality is that a weapon having lower dmg ends up not mattering. You can always buff AoE, but you can't make a single target weapon into an AoE weapon (with some minor exceptions). The result is that the bigger the AoE, the more overpowered the weapon becomes. This imbalance would be solved if we actually had to fight content where buffed single target weapons were needed, but alas, we don't.

Tentatively, I would say that Synoid Simulor should be nerfed - but so should AoE weapons in general, at least until there is a regular need to fight high lvl content. If Simulor ends up sucking, it will be only too easy to move to Ignis or Amprex instead. Alternatively, people can use warframe abilities, which for the most part have larger AoEs than any weapon. So if we wanted to balance that as well, there would need to be nerfs to abilities, or energy replentishing options. There is also a question of whether we really want to reduce the overall clear and killing speed in the game (which would follow with large nerf to AoE in WF).

Telos Boltace - Characterizing Telos Boltace as "having a container opening niche" is pretty hilarious. Telos Boltace is without a doubt the most overpowered weapon (forget just melee) in the game, to the point where many people can't even be bothered to use anything else anymore, since there is just no point. You want to kill faster than anyone else lvls 1-100? Then the answer is simple: use Telos Boltace. The fact that some weapons are better for survival runs is irrelevant. Clear speed gives you more of everything for the same time spent - more affinity, more drops, more relics, more missions. Being able to do slightly longer Survival gives you exactly nothing.

The extent of the nerf is somewhat unclear, but it does sound like it's gonna lose the number one spot for clear speed. It would be nice if the new mechanic wasn't just some useless gimmick, but all they really needed to do, was to remove the guaranteed bleed. Bleed procs are busted in general, since they magically bypass armor, but in addition they also get boosted by stealth multipliers, so it's way too easy to just equip Loki or Ash (or just use Naramon for longer missions) and clear Sortie 3 units like they were from the Starchart. With the bleed proc removal, it would still do top notch AoE dmg for Starchart, but for Sortie and higher lvls it will have been more efficient to pick something else, and in general it would put it more in line with other AoE melee weapons like Atterax or Orthos P, which have less range (11 and 9m compared to 25m) but more damage - and full damage across the entirety of their range.


All in all, there is not much to argue about until a clear idea of how this game should be built is introduced and some fundamental questions are answered. Should all weapons be equal to each other, only having different strengths at different points? If not, how should the access to the stronger weapons be limited, by MR, resources, availability? And how much? How should the balance between single target and AoE weapons be managed, would that include an introduction of tougher missions? How does that relate to warframe abilities, especially the ability to increase weapon damage? Do we want slower clear speed in general? How is that gonna increase the grind, affect plat sales? Etc... I am hoping DE are not nerfing these weapons just because they are overwhelmingly used (and the obvious target), and buffing the other weapons just because they are not, but have an actual vision of how the game should look, an actual philosophy on what is good and what isn't, and an actual plan how to go about realizing it.

As for the magnitude of the nerfs, at the moment it's hard to judge (and for sure it's too early to complain, since nothing is finalized). It also depends on what DE have in mind, whether this is just a start of further changes and balances, or whether they are just doing whatever and really have no clue. Without knowing that, there really is no saying where any of the weapons should end up, or where any class of weapons should end up with relation to the other. Maybe DE simply don't want a weapon that they considered top tier to be top tier anymore. And who is to say what weapons should be top tier?

I would say that Tonkor and Telos Boltace are both outliers, Tonkor among launchers and Telos among all of the weapons (Synoid Simulor is probably only marginally better than its peers, although the whole class could be considered too powerful), so something should be done, although I am not certain nerfing them is the best option (as opposed to buffing other weapons, or even better increasing the toughness of the content) since I quite enjoy fast clear speeds and reduced grind that comes with that.

Gendalph [OP]

other AoE melee weapons like Atterax or Orthos P, which have less range (11 and 9m compared to 25m)

I was looking for these numbers everywhere. Could you please point me to where did you get these from?

_Cabesi_

My own testing.

That's with P Reach, btw.

SFCDaddio

It's like bungie is involved with this game: Nerf the popular shit! Feed me! And they listen.

Darkspine77

Personally I'm fine with the boltace nerf as I can still get all the beautiful bleed procs I want with kronen stealth bleed ash

Gendalph [OP]

Ok, I've just tried it: Telos Boltace is mastery fodder now.

The idea itself is not bad and it sort of works, but the cooldown is around 5 seconds. Meaning, you generate a vortex only every five seconds.

I have yet to extensively test how well it does CC, but I can say that it's pretty much useless now since there are weapons much better at CC than this thing.

bambina42

It's funny how they nerf telos boltace and maiming strike price gets plummeted which really shows how people overused telos boltace + maiming strike in litearlly everything and macroers too got DE attention on nerf. 5 Spins in <1 second hello? that's breaking game. Honestly tho, I've been using telos boltace myself for syndicate mission which made it easy runs but now going back to ignis and having a mobile defense kinda sucks as you have to hold onto datamass and can't use ignis at the same time.

Gendalph [OP]

I think I could squeeze more spins in that 1 sec.

Also, check out Atterax and Atomos.

hyqdit

tonkor is gone........

bitsible

I don't think DE are balancing around level 150 enemies. Most players are doing star chart missions or alerts and may never come across an enemy that high. The hardest content they'll likely do is a sortie 3 mission once per day.

All the nerfed weapons are overpowered for this content and require little skill or input from the player. It hurts weapon variety, the experience for other players and just makes for boring gameplay.

Gendalph [OP]

...which brings us to one question: what level do they balance around? Is it 50? Or is it 100-120?

Self-damaging Tonkor with 35% base crit is probably ok for level 120.

Telos Boltace with some damage and slash proc chance nerfs are ok to be around there too.

Again, you fail to notice: I understand the reasoning behind the nerf, I don't understand the reasoning for it being this hard.

bitsible

If you consider that they're balancing around lower level enemies then the extent of some of the nerfs do make more sense imo. These are aoe weapons; if DE want to increase weapon variety and viability then the single target weapons need to offer some meaningful benefit.

The changes to mechanics also make sense if they want to make the game more interactive. I agree that a rework of some of these would probably be better but that would require more developer time than simply changing values.

As to what level they're balancing around, I have no idea and I doubt they really know. Mission difficulty varies wildly and balance has always been abysmal.

[deleted]

I remember Brozime running Survival for 2 hours solo as Naramon Nekros with Atterax.

I ran a 2 hour survival once as a Nidus with a badly modded Hirudo, without Naramon. Your point?

Gendalph [OP]

My point: depending on how they go about changing Telos Boltade it will be either somewhat usable or complete mastery fodder.

Why nerf it that hard? There are other ways to make it not so OP without scrapping the whole concept.

Forma_Addict

For what it's worth, the reduction to Tonkor fuse time and grenade bounces should reduce the chances of suicides. Think of the times you fire a grenade and lose track of where it ends up.

Frankly, as far as the Tonkor nerf went, it's pretty much exactly what it should have been: Adding self damage on a par with the alternative AOE weapons. That said, all AOE weapons should have some sort of reduction to self damage, I'd suggest a flat value (200-400) irrespective of mods (proximity scaling optional).

The Telos Boltace did not need a nerf as much as an anti-spam rework to reduce screen clutter for other players. The changes they are implementing should be very nice. I do think the pulses should retain some damage though, to retain the container breaking utility, that seems like an unfair removal.

Gendalph [OP]

Again: take a 6-forma Tonkor to Sortie 2 or 3, preferably the one with elemental damage reduction.

It's not that great of a weapon, so why nerf its stats when they're more or less okay as is?

As for Boltace: its mechanic is fine. FX needs to be toned down a bit and proc chance needs to be tweaked, that's probably all it needs to make it less popular and keep it viable. But not a total mechanic makeover.

immi96

How are the spin to win mechanics fine? If all you did was lower the damage, wouldn't that encourage people to spin even more since it takes more spins to deal the same amount of damage?

Gendalph [OP]

Let them spin, just make it not as effective? If they're so intent on brainlessly killing stuff - they will find a way to mindlessly kill stuff with a single button unless you wipe the concept of it.

immi96

How would that change anything? Everyone will just whine then proceed to macro spam as if nothing changed. Players will still beyblade through entire tilesets with blindingly bright colours and turn Warframe into Walking Simulator for the rest of the squad.

Gendalph [OP]

Again: if we remove Telos Boltace from the equation, there are still melee weapons with good AoE and descent damage. If they want "spin2win", they will, unless you remove the whole concept of spinning attacks, but even that won't solve much as there are weapons with wide horizontal attacks that, if built right, can shred Starchart, some can shred even Sorties.

Then there are things like Ember, Equinox, Frost, Ignis, Amprex, Atomos - they clear out Starchart in a similar manner. Again, some are usable even in Sotries.

They're not solving core issue, they're fixing the symptoms. And in fixing symptoms they're killing a usable weapon.

immi96

Yes. There are weapons that are good for spin attacks. But they're not built exclusively for spin attacks. Unlike Telos Boltace. Most players don't use them for anything other than spin attacks whereas something like the Atterax and Lesion can be built in many ways more effective than macro spinning. All of which aren't as cheesy or mindless as Telos Boltace.

The other frames and weapons you mentioned are similar. But the clear difference is that they're not effortless spam, with the exception of Ember but she has the drawback of being efficient up to a certain level. They need you to at the very least aim your weapon.

devlkore

Cutting out cancer can often be painful.