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Halo

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  1. It's still a horrible outlook to release something half-baked then fix it later with either augments or outcry from the community. And we all know they won't do squat unless every single player is in an outcry for a change. She deserved a better release state than this.
  2. Upon further playtime, practicing, and build changing, Dagath is one of the most upsetting frames to use. Kullervo had that spot until he was buffed to actually survive, and has since been a wonderful frame addition. Her only option in survivability is shield-gating, and relying on that alone is just the worst concocted idea. It is not a fun playstyle for everyone, and constantly spamming abilities to keep up shields or overshields, even when using the new Catalyzing Shields mod, is tedious and nonsensical. I say this as an avid Mag enjoyer, and even she isn't that bad in ability uptime / energy efficient / survivability. Her abilities have no synergy with her passive, so she cannot generate orbs well enough on her own to even benefit from that random 35% chance of a super health orb or energy orb. In doing so, you have options such as Fractured Blast or Lycath's Hunt, but that forces you to choose between one of her synergistic abilities to remove (hint hint, just remove her 4 if you're thinking about dropping anything, Doom cannot spread without her 1 and her 3 is the only other 'survivability' option. Or her 3 if you're feeling adventurous). I'm not even suggesting Dispensary as that requires you to sit still and wait for either health or energy orbs (barring you're using Equilibrium) and even then you'll still be wasting away your energy. She has abysmal base armor and health (mostly armor), so you physically cannot build a face-tanking build with her unless you plan on sinking azure shards for armor, and even then she cannot handle SP with that. Through some Sim tests, 195 Corrupted Heavy Gunner's melt her in seconds despite building for such. Through playing SP testing, if you aren't hoarding gigantic groups of enemies with Magus Anomaly or something akin to a Proboscis Cernos, say goodbye to your energy and any hopes in refilling it unless you're a pizza user to continuously shield-gate. You might exclaim "WHAT ABOUT HER 3"... Yeah, what about it? It has a cooldown that cannot be altered via duration or efficiency, and for those 25 seconds of you not being able to pick-up or find energy orbs, even while running Equilibrium and wanting health orbs also, you are just a slice of salami getting ready to meet the recently sharpened butcher's knife of any enemy that comes near you, ready to carve you up and turn you into mincemeat. Her kit synergizes fantastically, in where if you use Doom, then Wyrd Scythe, everything's all procc'd and ready to meet the slaughterhouse that are your weapons or Rakhali's Cavalry, and Grave Spirit is a very nice boost in CD in general and to all enemies Doomed. However, this does not exclude her passive not working well with her kit and the upkeep on energy for her as well as her horrid survivability. Through my analysis, and a suggestion for her: Allow either for Grave Spirit while turned on (going into Ghost-Form would deactivate it assumedly) or for enemies affected by Doom and presumedly killed with the debuff on them, to have either a 50% chance or a 100% chance to drop either health or energy orbs. This would play nicely with the new Equilibrium change that occurred and just an overall energy upkeep for her. Maybe she needs one of her abilities to add shields and / or overshields to her, like Polarize from Mag. You made the frame with a Zenurik aura polarity for a reason, and I was afraid of that, for the fear of only using her as a shield-gate only option frame... I understand most will heavily disagree, however, it just feels off playing her, like she's missing something important... I don't know, probably just me... Maybe augment mods will fix her in this sort of scenario months / years down the line. I also have no high-hopes for that since Lavos released back in 2020 and he still only has one augment mod.
  3. Many thanks for the Shedu fix, ammo was bugged and I assume it attributed to that sort of issue as well. But goddamn, that's a gigantic nerf for Chroma... Guess I'll think of something else to put onto Hildryn as well as revamp how I play him, because that's a terrible hit.
  4. The Shedu is 100% broken... After fully recharging the 7 projectiles in the mag, you only get 2-3 shots out of the listed 7, just holding the trigger down... This occurs in missions of all kinds as well as the simulacrum. PLEASE LOOK INTO THIS ASAP... Why do my favorite weps have to constantly get attacked for no reason? First it was the Pathocyst, which I cannot stress enough and thank you for fixing, BUT NOW IT'S THE SHEDU...
  5. YES!!!! OH MY GOD YES!!!! Thank you so much DE for the update notes and the continuous support!! Now to test out this bad boy once more!!
  6. Many thanks for the heads up on what's to be showcased!! Really hope the Pathocyst gets looked at...
  7. Thanks for the Hotfix! Still no love for the Pathocyst's Explosive Detonation damage, eh? Forever shamed as the worst glaive until it's fixed... And it's truly a damn shame, because this has been broken... FOR YEARS...
  8. Apologies for quoting again, but any ETA on when the Gotva Prime will be linkable in chats?
  9. Now if only we can have that % valued chance of the super crit hits after each status affecting hit... Nonetheless, many thanks for the hotfix and the many more to come!!!
  10. I'm extremely disliking my Clearvoy Fashioning now... Any pair of leggings used together with the Clearvoy Prime Suit clip over the cloth over your right leg Image in the Imgur Link: https://imgur.com/gallery/mK3Jht0 Beyond clear as day, the black portion of the pants near your Drifter's posterior clips through it. Yeah, this needs to either be re-scaled, fixed, or at least looked into now, because I had high hopes for using it on my newly added Drifter and Operator look configs, but now I just won't touch it. Lucky Operator's don't have this issue, but c'mon, optimize the suits for Drifters too...
  11. Argo & Vel can currently down yourself via being too close to the disc when it is thrown at enemies. It will occasionally deal damage to you, deplete your shields, even slash proc yourself or just downright down you. Please look into this, many thanks!
  12. Again, you're avoiding the answer: Pathos Spend on Hold = Play Regardless of Spiral for Guaranteed Hold, regardless with others or alone. Don't want to play the Hold-Only mission and not spend clamps? Wait for the right spirals. Simple answer / solution.
  13. Why? Because players during Joyous and Envy will not have access + Having to wait the 2 hour timer between the different spirals. This is solely to expedite the downtime during Joy and Envy Spirals. And they're right, you earn 10 clamps upon clearing the entire mission anyway, basically making sure you earn 5 clamps. If this doesn't make sense: Say you have only 5 clamps > You spend those 5 clamps on entering the hold > you then complete the hold as well as the orowyrm fight > you get 10 clamps for completing it. There is no loss, only a gain, sure it's a smaller gain than a normal run would give (5 instead of 10, or 10 instead of 15 in steel path), but you still do not lose on anything. Is this weird? Yeah. Is it a bit of a pain? Sure. Can you also just play the normal spirals on their own and wait for the right ones for his Hold? Yes, which is 100% in your power, albeit having to wait for the right ones. I see no reason to continue arguing whether why it was in place when DE literally said it. Do you want it in a video format with Rebecca talking about it? That's also available instead of continuously questioning everything when it's there also. Video Link (Skip to 15:00 to the start on talk about the Hold):
  14. No problem! DE themselves said during Dev Stream #172 that the plan for Kullervo was set but not ready for release. Specific reasoning for the Hold was that the "Joyous Spiral" (as well as envy) would not suit the right mood for his Hold's spawn, hence why it's locked behind Anger, Sorrow, and Fear. They also specifically said that they can turn on the Hold *quote* 'whenever they want', so if players are having beyond extreme issues with it (which none of you should be having unless you're directly avoiding the content, then that is your own fault), they can do weekends / post-prime-time mini-events for it for those who find it a dire pain. They assured that they wanted the flavored gameplay first, but they can happily turn it back on when required. And as of right now, it is not a requirement. You might be wondering how I know this information as well, this is due to the fact that I take notes on every single dev stream and summarize all the small details given, so I can pull it up on demand when required. Moral of the Story: Always read the information given first.
  15. With pleasure. Initial Update + Everything about it. You can Control+F the key-word "Hold" for yourself also. Took the specific text from it below the link. You don't need to ask staff, just read the fine print next time. This was also announced during the dev stream, if you watched it. Therefore that's two locations now where the information was given. Simply don't play The Experience / Lone Story during Joyous or Envy Spirals if you're desperately farming for the Hold and Kullervo's parts. Colored the section in green to show exactly where it is in the text below. Link: Time-Limited Node: Starting today @ 12 PM ET until July 5th @ 12 PM ET, face off against the most felonious persona this side of the Watershed Hamlet in a time-limited node that gives you guaranteed access to him (read on to also learn about his permanent access methods). Sealed in a permanent Sorrow Spiral, this time-limited node is a special rendition of The Lone Story which grants you guaranteed access to fighting Kullervo as part of the Stages to complete. As with all Spirals, defeating the Orowyrm is also the grand finale to this Lone Story. Node Requirements: Completed The Duviri Paradox Quest (5) Pathos Clamps to access the fight through Kullervo's Hold, a custom Sorrow Spiral. The access fee is applied at the end of the mission in case you experience a mid-mission disconnect. In combination with the Pathos Clamps rewarded from the required Orowyrm phase, the normal path will reward you with 5 Pathos Clamps, and Steel Path will reward 10 Pathos Clamps (offsetting the initial deposit of 5). If you have yet to fight the Orowyrm to earn Pathos Clamps in Duviri, now is the time! This time-limited node is our way of encouraging players to experience and complete a full Spiral in Duviri if they have yet to do so. Duviri has much to offer, and Kullervo awaits your visitation for a dance of blades.
  16. Dual Toxocyst Evo IV "Ripper Rounds" Has No Visible Buff Indication - Killing an enemy does in fact proc the Ripper Rounds. - It does last for the allotted 3 seconds (only after testing it multiple times) - Continuous kills appear to reset the timer, as is what it should be doing as it procs "per kill" as advertised - DOES NOT have a buff indication with a timer that should be on the top-right hand side of my screen after an enemy is killed. - Frenzy procs just fine on headshot hits, and DOES have a visible buff indication for it, as it has for years. Would love for the buff icon to actually be there for the weapon. Hope this gets added to the list / addressed in the coming future.
  17. Just logged in for the day and these are current findings: 1. Ran to arsenal and swapped loadouts to Chroma (Still Untouched and set to Cold) 2. Ran to Sim immediately 3. His abilities are working as intended (Gaining Armor and such) 4. Decided to chance colors while still in the same Simulacrum Instance (Changed to Heat [red coloration] in Emissive Look A) 5. Retained only the cold Buffs 6. Left Sim in that state back to my orbiter (Still now set to heat, but gained cold buffs) 7. Ran to E-Prime to see if anything mission-wise does anything 8. His abilities now are providing the Heat percs of Elemental and Vex 9. Aborted the mission back to orbiter 10. Straight back to the arsenal and changed the color of my emissive back to white (for the cold percs) 11. Went back into E-Prime 12. I am now receiving the cold percs. As per your questions above in accordance to my playstyle: 1. I change no controller or key-binds, as I stick to default usage on my Xbox Elite II Controller / keyboard if required. 2. While within the SAME instance of Simulacrum and swapping between looks, it persists. if I leave and go back in, it fixes itself, but then reverts to staying on the one last when entering Example: Enter with Cold, Cold Works, Swap look with different element, still only Cold, swap to another look with different element, still cold 3. It breaks the second I decide to change my emissive or look (with a different element) to a different element, staying as the element I entered with. Semi-Current Conclusion: - Steps 4-6 should not be occurring. - The Simulacrum is causing problems for those who are testing Chroma and want to swap between elements while still in there. Personal Opinion: This should be fixed because having to leave and re-enter the Sim for Chroma testing purposes would be tedious Overall Issue: This does not aid that people are not getting Cold, Tox, or Elec when selecting Chroma within the Cave for Duviri, which is a major issue. As I have not had Chroma appear in my own personally within the past day or so, I have not been able to document such. However, players have told me that they are not getting Cold or Toxin for Chroma, but a forced Heat when entering the cave, with their emissive colors correctly set, as well as having their 1 subsumed off. This is what we need being tested more-so. Overall Conclusion: 1. Chroma's Emissive Should Not be breaking within the Same Instance of Simulacrum Play (Swapping looks or changing Emissive Coloration) 2. Chroma is not Changing to his According Emissive when being Selected in the Cave (Forced heat from what people have documented) The second conclusion needs to be looked into WAY MORE than the first, but none of these should be occurring in the first place.
  18. Chroma has a blaring issue at the moment. Lets just say his Emissive isn't changing his elements anymore. More detailed information in the "Known Issues List" for more information on it. And I don't know how the hell this has been under the radar for what seems to be 2 months. Hope this gets added to the list / gets addressed as soon as possible... As in addressed by tomorrow or something, because good god this is bad.
  19. Apparently Chroma is not working properly. Emissive Color is not changing the frame's element anymore, AND THIS IS A MAJOR PROBLEM. I don't know how long this appears to have been going on, but the only thing I see is coming from this post as of April 30th. I will document this in a video format and make this as blatantly long as needed, because this is inexcusable. 1. Setting his color to anything not heat, say COLD for example, will show the icon for the element on the Appearance tab when customizing him. This will thusly change how Chroma's Elemental Ward (2) and his Vex Armor (3) work in missions. COLD is supposed to give armor... 2. Upon exiting and entering any mission, simulacrum, duviri cave (the list goes on, I'm not naming everything), using his abilities and something neat happens... it gives the animation of the HEAT version of his 2 and 3. 3. Upon activating these abilities with COLD set to my emissive, I get the HEAT version of these buffs. Notably speaking, I gain health, and walking up to enemies procs them with HEAT when standing near them. Error Here: I AM USING COLD ON MY EMISSIVE AND NOT HEAT... I don't know how long exactly this bug has been in the game, but I'm sure as hell not going to stand by this bug staying in the game. No, this IS an issue as DE specifically added that function to his Emissive 1 slot for those of us who DO remove his 1. It's no secret that Chroma's 1 is in a sad and sorry state that will never change, but forcing to have to remove a subsume to then change your elements (as that is the only outing at the moment) is pretty vile. If DE meant to remove this function, they better have stated it somewhere, but as of this bug's discovery, which seems to be a few months out or at least since Duviri launched, there has been no word of this, and it has gone under the radar for a long time. Someone has to say something more, so I'll happily step up to the plate for this since it has already fell on deaf ears. Below will be the video link of my testing this in the simulacrum, because it's the fastest and easiest way to test this. I sure as hope there will be a fix soon, because this is inexcusable. This affects Toxin and Electricity as well, as they are both also not changing, and it being stuck as heat. Video Link:
  20. Iron Skin doesn't add to armor anymore, but good catch on this. Many thanks for the bug fixes and continued fixes coming!!
  21. Genuinely have no controller issues. Been using my Xbox controllers for the game for years, bluetooth wireless and as well as connected to the wire while playing on PC. Whether it's swapping between controller and M&KB, back and forth, in the cave and in duviri, no issues. However, since this appears to be a pressing issue for a lot of people, for those who know how the bug starts, definitely report it as detailed as you can.
  22. Thank you so much for the hotfix!! Detailed the incorrect damage percentage for Secondary Shiver and "Being Stuck Unable to Transference while Inside Undercroft after Orowyrm Fight" in the Known-Issues List Hope those get looked into as well!! Edit: ... The Furis' Incarnon Evolution Challenge Description are still broken!! Please look into as well as I detailed that in the known issues list as well!
  23. Furis Incarnon Evolution III Challenge is asking for "Eximus" enemy kills, when in reality it is only asking for 100 normal kills. I completed the challenge days ago not noticing this error, this is a friend's screenshot of about 5 minutes ago as they were going through its challenge. Might be slightly misleading for newer players who get their hands on its incarnon and then look at that challenge. Edit due to this being also prevalent: 1. Secondary Shiver at max rank is not calculating the percentages correctly per 8 (max) cold stacks. It is only taking account of a singular stack of cold as opposed to multiple. Would love if someone were able to check the correct percentages there because the community at large barely has a max rank one for testing, and if the few players who currently do own it at max rank say that something isn't calculating correctly, then I believe it's warranted a check at least. 2. After Completion of the Orowyrm fight, then proceeding into the Undercroft for the additional portals in the overworld, it leaves players unable to transference. I was rendered unable to transference out of my warframe while inside of the Undercroft for these activities in hopes of farming the new arcanes. My only experience of this is playing in the Steel Path Duviri Experience, not sure if that may differ from the normal version. Other friends of mine have also confirmed this happening to them, and would love this being looked into as well, please and thanks! 3. The Furax's Evolution IV Challenge does not list the challenge properly at all. This can easily hinder certain players progress in regards to completing its evolution. An image of it is listed below. This one seems like a 'must fix' sort of deal, regardless of someone's ability of going to the wiki and checking it. This should be available in the game for all to see, so hopefully this was only a small hiccup.
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