I gotta say, I LOVE the way Incarnon weapons encourage NEGATIVE crits and statuses. That feels surprisingly fresh and fun to mod around, not having to include the usual crit package and still end up with a beast of a gun. Too bad the incarnon melee doesn't come with a fun gimmick like that, but 2 out of 3 is perfectly fine for me, as long as they make more of those in the future.
I think the evolving weapon system looks like a great addition to weapons, if it can create two non aoe weapons that can hold their ground well against the aoe sp meta, imagine what wonders they could do to some of the old weapons that have been kinda forgotten bc of the aoe superiority
They'll never give regular weapons this treatment. DE is too lazy to rework anything. Or they don't have the resources for reworks. Dunno which is worse
redoing old content that isn't outright broken is usually not worth it for all but the largest of studios DE isn't a 10 man indie team but they're also only a few hundred, in comparison to the thousands of employees in some AAA companies it would take about the same amount of effort to redo something like the sacrifice or the second dream as making the latest update. id like several warframe reworks but that takes just as much time as a new frame. and the same for mechanical changes to weapons, something more involved than tweaking a number. weapons are replaceable. id rather get a new good incarnon set than not have the set we have and had incarnon be an upgrade to the zatki or something id probably rather get a good rework than a frame to make the old obsolete, but weapons? nah. especially since MR progress is such an important feature of the game.
To be fair the laetum is at least partially an aoe weapon, fire that thing down a hallway with p. fulmination on it and it will clear that hallway with prejudice.
@@discipleoftzeentch8384 A few hundred employees is still a huge ass company. If you grew up gaming in the early 2000's, a lot of those AAA teams were less than 100 people. Fallout 3 was made by around 90 people IIRC.
You might want to test the magazine thing, I'm pretty sure it doesn't effect the Incarnon form at all. I've done a basic test just counting how long it lasts and I get roughly a count of 40 each time.
They've patched how the ammo works on this weapon, when you go into incarnon form you get a magazine with no reload that starts at like 400 but magazine mods increase it by quite a bit
Honestly Im so happy with the Primary and Secondary Incarnon Weapons so far. There is a best build mathematically speaking, but so many others also work. High status heat, Crit Hunter Munitions, raw damage corrosive, high status slash... and so on. The weapons, Gyre and the new game modes are the kings of the update for me!
10:36 They could do that for infested weapons. Would fit. Honestly before Deimos came out I was sure we'll get evolving infested weapons :0. Then we got boring kitguns/zaw. So plz DE, continue with that weapon system ! Heck, would be awesome to modify existing weapons (maybe with helminth ?) with a lesser evolving system (3 evolutions instead of 5 ?). If I'm not mistaken, next Incarnum will be a bow. The last one I don't remember seing it. Hopefully a shotgun !
@@minte1972 I honestly don't want an other lich system. Just make it that "Father" made new infested weapons that can evolve. Would be great to make us revisit Deimos too.
Going forward they should consider adding exilus mods that can make other weapons function like this. It would change up the way we all do builds and can add much needed variety to builds.
The reason why the 1200% damage evolution on the Laetum is better is quite obvious: it's a buff that then applies to all hits, rather than a per-hit chance. 2000% damage with a 50% chance averages out to 1000%, and it only applies to non-crit hits. The Laetum's 1200% can be triggered and then apply to all attacks (which is an average of 1200%, and that's already better than the 1000% of the other option), and can apply to critical hits, thus allowing for even higher damage. And since the Laetum has access to the on-status damage arcane, which will always trigger the passive as it's considered to be a hit from the weapon, and it has no base crit or status chance, you can have super high crit and status chance and still take advantage of the 1200% damage buff.
I'm pretty sure my observation was buried by the passage of time, so I'll mention it again here. I think the Incarnon system is possibly a foray into a way to solve the problem with Augment mods. Envision the same system, for each Warframe; the first level is a swap between passive Augments, and each successive slot holds the user's choice for how each ability behaves. It would conclusively solve the issue, and I wouldn't be surprise if the Incarnon system is a way to gauge the community's reaction to such a concept. So, if everyone's pretty positive about it, I think we can expect to see such a change in the future.
Would that mean that the people who have already collected all the augment mods have wasted their time? That aside, a choice of three evolutions for each ability is kind of neato, like the talent system for heroes in DOTA and HOTS.
This thing pairs so well with laetrum This is your streak path room cleaner And then laetrum is for taking out those heavier units like liches And now we have the dagger which is just a solid mix of both
Brozime, "Retributions Vessel" does NOT effect the secondary mode. It only effects the normal firing mode lol. Nor do any magazine mods in fact, its a flat number, i tested it side by side in the sim.
Very entertaining to see these new weapons in action. Only got to use the pistol so far, but it was already amazing and this minigun seems equally as cool. I also like the two acolyte timing, since it just feels like a more natural ending than the timer, I don't know :D
Evolving Weapons are the best thing to come out of this update. I'll suffer through the bugginess, the crashes, the bluescreens of the Zeriman for these bad boys any day.
Are the 2000% damage and 1200% damage evolutions additive or multiplicative to things like serration? If it is additive, is galvanized aptitude actually doing anything at all?
i=I'm glad we finally have a real minigun-type weapon that is effective and not an archgun, the gorgon used to rly be the only weapon that filled that niche, but it never scaled very far level wide.
Speaking of odd builds from the new update, I've been having a lot of fun trying out the Cascadia Empowered augment. Even at but rank 1, it's breathing life into my kompressa, a status weapon that previously benefitted from neither crits nor galvshot. I'm forma'ing it one more time before taking it on a test in steel path. I imagine it'd probably do well with other AOE status secondaries, like the pox and the cyanex.
This looks like it has the same kind of characteristics that make the Nataruk such a great non-AoE weapon capable of keeping up with the AoE meta alternatives.
It says on the Wikia that while Magazine Capacity mods *_do_* affect the amount of shots you get in the Incarnon form, the "Retribution's Vessel" (+50% Magazine Capacity) Evolution *_doesn't_* apply to the Incarnon form. Obviously the Wikia isn't always right, but it might be worth double-checking and testing to be sure.
Magazine does not effect Incarnon form at *all* sadly. Magazine mods or the Evolved bonus magazine boost. My build fires for 37 seconds in its entirety no matter the build. This also makes the "overheat" slowdown mechanic sort of useful for saving wasted ammo as with all bullet hoses its easy to waste it.
Glad to see that I've been using one of Brozime's braincells with this weapon. Think I sat there for 5 minutes thinking to myself "Wait there's no way that zero crit is the right choice here, right?" But it really does seem to be the best option. I love the way that these new incarnon weapons are making me think differently about how I build weapons and exploring new build options rather than the same old +crit +dual stat corrosive/viral +heat. Even the Laetum with the gimmicky secondary arcane seems like it might be good
I will say - this performance is not strictly something that the laetum/phenmor can pull off. There are a number of single-targetish weapons that can yield the very same results, on THIS particular tileset. I've noted for some time now that the real issue that ST weapons have, compared to AOE weapons, is not their inherent design, but Warframe's level and AI design. AOE weapons in and of themselves are not the reason why people use them. Their prevalence is simply a symptom of a greater cause, and that cause is two-fold: Warframe's tileset or level design, coupled with the game's AI (specifically how it moves, ducks, and seeks cover). If more missions featured long, extended rooms with hallways like Taveuni, you'd see a lot more opportunities for ST weapons to shine because in all honesty, there are a number of weapons that achieve such performance (off the top of my head would be Cedo, Corinth Prime, Exergis, Fulmin, Nataruk, Opticor Vandal, Quanta Vandal, Quellor, Strun Prime, Strun Wraith, Tiberon Prime, numerous Kuva weapons, and so on). However, MANY of warframe's tiles feature open rooms with lots of coverings behind which mobs often run, making it annoying for many players to single-shot them, so they prefer to just use an AOE weapon that hits behind covers. Other times, mobs simply run from left to right and if you're a poor shot, you will get frustrated and once again, revert to an AOE weapon that handles the job. If AI pathing were more intuitive and if room/level design was changed (not for all missions, but make at least one tileset like Taveuni on each planet), then there would be much more incentive to bust out ye ol' ST weapons to mow down enemies in concentrated where they can only go one way: funnel into you.
Imo the bane system would be much more usable if there was some build preview of both element and faction mod when you hover over the weapon in the squad corner. Then you would quickly see which build you have on right now on every weapon.
The evolution 4 gave you only 4% more status chance and removed 2% crit chance. DE are not patching this so it might be intended not to be additive, which makes it so negligible compared to reducing the incarnon buildup from 12 hits to 6 (middle option).
hey just wanted to add that the commentary at the end with no chat interactions sounds more valuable info wise. i know you gotta do that double dip on the content drip but I really loved how densely pack this commentary on a weapon I know NOTHING about.
I am not saying this is a bad weapon, it has amazing dmg and a fun gimmick but can be annoying in multiplayer games especially when u have a bramma monkey killing all enemies through walls. I personally position the evo guns as heavy target killers which u charge up and holster until acolytes spawn, and use a more reliable aoe or semi aoe weapon for the mobs, and bc there are more aoe primaries, i guess the evo pistol is better at this job.
@Aliver87 first of all, 3 meter AOE range is nothing to scoff at, especially in endless missions where you're swarmed by enemies (especially survival), or when you have CC powers like larva or sevagoth's embrace. Secondly, you can equip (primed) firestorm to increase your AOE by a lot more.
@Aliver87 it's much closer to 5 meters (2.9 + 2.9*0.66=4.814) while kuva zarr after primed firestorm is 10.5 meters (not counting bomblets since those are unpredictable as hell tho). And yes, those have a much larger AOE, that's completely understandable. And it's fine. But chakkhurr compensates with a large magazine. Kuva Ogris got a 3 round magazine (2.1 seconds reload time) while chakkhurr has 10 round magazine (3.3 second reload speed). Chakkhurr is 100% viable, and, according to some people, it's one of the best primaries in the game (and I agree with that). It still has enough AOE to have it matter (5 meters is more than enough to cover an hallway).
The incarnon system is the build diversity DE always claimed mods adds to the game. I hope they do more with it, I want to see some more drastic options that start to play around with fire modes in general.
Although this is great, it's also a little disappointing because THIS is exactly what using arch weapons should have been like, you know they're alright, but they do not feel like powerful super weapons or anything all that special.
3:23 worth note its not additive. Its 10% of your base crit,at least it was when i tested it. (that means you will get only 2% bonus crit, which is nothing)
These guys slap hard with even a base ability strength xatas whisper. Hard as in 1-2 tap steel path eximus and heavies, because the 2000% dmg double dips into xatas whisper, making the ability deal 441x damage. It's most likely a bug, or if not then a nerf is definitely on its way since this interaction renders everything else useless, except against the acolytes and probably some other bosses
I've been using wildfire on my Tenet envoy just for the extra two rockets. The status chance isn't as important to me Even with all the reload shenanigans you can do I still feel like without it I hover around 3-4 rockets and it hampers the uptime with the weapon Would like to eventually replace that slot with a riven though
I'm gonna have a big wait for this lmmfao there's so many syndicates like Cetus and fortuna I mean I get it it's a specific world but like why make us lvl something like that with a cap? I feel cods lvling system would work best for it but they do alot more double XP things lately idk I like Warframe better but I've gotta pick something to focus on to get a decent amount of that dealt with that doesn't involve delving six to 8 hrs basically a full shift into it liiiiiiiike idk might jus be me..
I don’t get the point of SP now. Like if it feels like using a regular gun on earth why not just up the spawn rate in regular missions that way you could use any gun not 5 diff options? The power creep is real..they up the lvl to make it hard mode but then up the power to make it ez mode.
Does this work with the inarnon evolution only up to 4? I cant complete the 5th just yet as its the only incarnon weapon i have, and genesis dont work for the challenge
the 50% increase ammo doesn't give more ammo for when it transforms. the increased reload does increase the speed it transforms tho so I'd personally recommend that one.
One thing I cannot undestand: wiki says that Laetum incarnon form charge is affected by mag capacity mods, while Phenmor is not affected. Which is true? I don't want to waste forma to alter my build if the incarnon mag size cannot be increased
Are you sure that the magazine capacity increases affect the incarnon form? Because I have heard from multiple other sources that it does not, and you are the first person I've heard say that it does (other than the wiki).
Both of these weapons surprised me, I’m wondering how the melee works and it’s stats. I’m only rank 23, so I have to wait one more day to get the next one
The melee doesn't get any damage buffing perks and majority of the perks are mediocre at most. It's definitely good but no where near the level of the Leatum or Phenmor.
The melee is honestly kind of meh in comparison, but it's still a heavy slash weighted tonfa so in the end it's not that bad. Basically a Kronen Prime that trades a bit of crit, base damage, and a lot of status for extra range. From what I can tell its transform lasts forever but is comparably minor as a result.
I ranked up to masterly L1 yesterday and I will miss buying the phenmor by 500 standing or i will not rank up today. So should I buy it for or rank up to 4 first?
has anyone tried heavy caliber? so in the base form you can use the accuracy while aiming perk to get headshots, then in incarnon form you can spray your load free aiming?
Isn't level four bugged, so it's only really like +2% status and -1% crit atm? Edit: Also the Incarnon mode has innate PT that's plenty fine. Primed Shred good for the FR tho.
would the insta reload on headshots on the 3rd slot refill the incarnan form duration? if so would it be a good choice for the big bonkers headshot build?
@@Brozime what a wasted opportunity for a choice. You'd either pick the ez option of a straight 50% increase or go the skill route for a potential infinite machine gun as long as you can rack up those headshots
I was wondering why you'd want to focus on punchthrough so much, but looking at it, I think it lets you get headshots otherwise blocked by body parts? If so, that alone is worth a lot.
This looks like how the gorgon works on the heavy gunners, also tennet flux rifle used to be a good single target weapon, untill they fixed the mod for it
meh. needs headshots to work, periodically stops working until you get more headshots, and outside of punchthrough it needs line of sight and has no AoE. it'll probably be good for scenarios where you really need single target dps and can get the requisite headshots reliably, but otherwise ima stick to big boomba.
@@christopherm.gitonga6373 new frames been bugged, 3rd and 4th ability not working right but hotfix today says it should be fixed. He didnt wanna do video tills shes working correctly