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LysanderasD

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  1. I missed this being added to the known issues thread; I apologize. Thank you for the update, and I'll stop nagging about it now.
  2. This issue with Dante remains unaddressed and unresolved. The reply I received on that thread, while well-meaning, did not seem to actually parse what the issue at hand was. For clarity: When Dante uses a melee attack (or any melee-adjacent action, like slide kicks, finishers, mercies, and bullet jumps) that deals damage to an enemy, any Overguard on Dante's companion that came specifically from Light Verse and/or Triumph is erased. This occurs even when there's no other source of Overguard in play (which is to say, that e.g., Pack Leader et all are not at fault)
  3. I respect the reply, but this is specifically not the issue I'm concerned with. If anything, Pack Leader is working as intended; I understand that specific interaction and it is what I expected. What I did not expect is that Dante using a melee-related action removes any and all overguard on the companion provided by Dante. To be absolutely clear: In the absence of any other form of overguard, which is to say, Pack Leader is not installed, when Dante performs a melee action and deals damage, the companion's overguard from Light Verse and Triumph vanishes. It is not being reset to a cap, it is being erased. With respect, while I acknowledge there is a deluge of feedback, and not all of it is kind, Pack Leader was me attempting to troubleshoot, not the error I encountered. Please reread the post. EDIT: Moreover, this occurs regardless of whether any other player is present, whether any player's companion does or does not have the mod installed, or whether the player is hosting or not. Meleeing as Dante removes companion overguard generated by Dante in all cases. If necessary, I can provide log files of a mission in which this error occurs, so you can see precisely what I mean.
  4. There remains an outstanding, unaddressed, and to my understanding unacknowledged erroneous interaction between Dante and companion overguard, which I have detailed here. For my part, Dante is in an acceptable position now, and functions as well as I need him to (though the status damage on Pageflight will be a welcome re-addition regardless). But this bug has been present since Dante's introduction and I have seen very little discussion about it, despite how it cripples Dante's already mediocre mobility.
  5. A thread has been made about this in general subsection here, but a quick glance through the first page or two of this subforum as well as a search for "overguard" show that this topic doesn't appear to be being discussed here, and the most recent hotfix did not address this issue, so in the interest of putting it in the correct place: Overguard generated by Dante on companions is extremely volatile, and disappears whenever Dante performs a melee-related or even melee-adjacent action that deals damage. This includes melee attacks, heavy attacks, finishers (whenever the finisher first deals damage), parazon mercies (notably, the overgaurd strip happens after the animation has totally finished), slide kicks in midair, and the bullet jump shockwave. Overguard is not stripped in the event that Dante doesn't hit anything with the action. This occurs regardless of the type of companion Dante is using. Additionally, this only seems to occur in the absence of other forms of overguard; while I was not able to rigorously test this with, e.g., Styanax or Frost, the presence of Primed Pack Leader causes pet overguard to snap back down to PPL's cap of 2200 rather than setting pet overguard to 0. This severely limits Dante's mobility, removing the ability to bullet jump or slide in midair without risking companion survivability, which, given the recent reduction in Dante's overguard generation, and Dante's relatively low mobility in general, is more important than ever.
  6. Can confirm that this does not require any variation of Pack Leader; Overguard on companions vanishes when the player damages an enemy any melee attack or melee-adjacent action, including (after semi-rigorous testing): Finishers, Parazon Mercies, flying slide kicks, and the radial attack generated by bullet jumping. This appears to affect all types of companions. I have only tested this with Overguard from Dante since the update; I do not know if any other form of Overguard is affected by this. Attacking objects (anything that's not an enemy that still produces a damage number) does not seem to trigger this bug. As someone whose current build is greatly assisted by my companion being alive (Reinforced Bond Adarza Kavat), this is somewhat limiting the ways in which I can play Dante.
  7. This has been a long discussion, and I do not have time or inclination to read multiple pages, so it's quite possible that my thoughts have been voiced, but as long as the floor is open, my thoughts to do with Hydroid are less to do with Undertow and more to do with his intended role as an anti-armor unit. Much can and has been said about the problem of enemy armor, and how the design paradigm of the game has been shifting ever gradually toward "just remove armor so you can kill enemies"; I find this personally to be a deeply unsatisfying change and it highlights an apparent refusal or inability to address the problem of Warframe's power curve in general (and armor's DR curve specifically), but there's no need to beat a dead kaithe on that subject. The issue I see is that the proposed changes to Hydroid's abilities (and thus his role in a squad) mean that he joins the ranks of warframes like Styanax, Grendel, Caliban, and Hildryn, whose main focus at high levels is foremost the removal of armor. However, Hydroid is the only warframe in this niche who must do so through an intermediary (i.e., Corrosion). All other defense-stripping warframes simply activate a power, and it is the power itself that removes armor. Hydroid's process is more complex; it necessitates a specific damage type (which he at least innately provides) and requires him to "solidify" the armor reduction by casting a third power. This is essentially a multi-step process, wherein he must attack an enemy, then apply ten stacks of corrosion, then cast Plunder to "make it count." In any content where the removal of armor matters, this means Hydroid must perform two to three times as many actions and wait an indefinitely longer amount of time for his armor stripping to work compared to any of the other defense-removal warframes (by which point, even on Steel Path, other warframes can and will have killed the enemy in question). And this is to say nothing of the fact that many high level enemies cannot even suffer the necessary ten stacks in order to fully remove armor. Styanax can press two and totally remove an acolyte's defenses; Hydroid, because of the nature of his armor removal, cannot ever permanently remove all armor from such targets. (EDIT: as an aside, has it been specified whether Hydroid's passive works retroactively? e.g., if an enemy already has ten stacks of Corrosion and Hydroid damages them, does this retroactively make the first stack powerful enough for the entire stack to strip all armor?) I am not one who normally argues for efficiency over fun or thematic purity, but the simple fact of the matter is that Hydroid (at least as he is presented here) cannot compete in the niche he's being moved to, and the removal of his intangibility in Undertow is a severe blow to his survivability even accounting for the fact that Plunder can give you armor (and then only if the enemy has armor to plunder).
  8. As at least one other person has mentioned: Kahl still loses ADS functionality after accessing cameras. This isn't game-breaking, but as someone who likes to be precise (even with something as wild as the Grakata), it is deeply annoying. That said, I am extremely grateful for the other Kahl fixes; I was unsure whether I'd be able to complete the mission with the loss of functionality. Thank you, as always, DE staff.
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