Jump to content

Chroia

PC Member
  • Posts

    3,394
  • Joined

  • Last visited

Posts posted by Chroia

  1. On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    NEW PLAYER PATH IMPROVEMENTS

    All good things.

     

    On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    Enemies hit with Amphor’s AOE will now count towards the “Hit Enemies with X Amphor” Alchemy Bounty Challenge. 

    Thank you!
    Maybe now I'll start doing those bounties again.

     

    On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    Changes: 

    All excellent.

     

    On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    Fixed the Grimoire’s alt-fire not benefitting from Multishot Mods. 

    • Multishot Mods will now properly increase its alt-fire’s chain depth. 

    What, pray tell, is chain depth?

    Also, you are aware that, at least from the visual indicator, (Primed) Fulmination doesn't increase the alt-fire's AoE, and never has?
    Is this a bug, or intended function?

     

    On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    Fixed being able to gain Melee Combo by unconventional means if your Melee Combo Duration was negative. Indirectly also fixed Heavy Attacks not consuming from Combo Counter when Melee Combo Duration was negative. 

    Fixed Melee Influence’s buffs applying to clones spawned from Warframe abilities (ex: Mirage’s Hall of Mirror clones). 

    Sad, but probably a good thing.

     

    On 2024-02-20 at 6:29 PM, [DE]Danielle said:

    Fixed Last Gasp getting canceled (and as a result killing Operator/Drifter) after hitting the Melee attack binding. 

    • Now, the Melee attack binding needs to be held down to end Last Gasp before it times out. 

    LMAO! I hadn't realised this was a thing.
    Good to know, though.
    (Speaking of, can we please get a /die, or /killme? /Unstuck is usually good, but doesn't always work, and doesn't always fix everything.)

  2. A less tedious way to obtain Void Traces would certainly be nice.

    With that said:
    * Endless fissures, when available, give you boosters for each Relic cracked, up to +200% on the 18th Relic (after which you don't need to use any more relics).
    * You can trade 1 Aya for 5 Void Traces with Varzia. This doesn't even pretend to be worthwhile, but it's an option that exists.
    Hell, it's worse than I remembered, I thought you could trade any relic for Void Traces, which, while still bad, is slightly less bad an option.

    When I'm low on traces, I generally wait for a Kuva Surv or -preferably- a Lith Disruption fissure and run them for an hour or so.

     

    14 hours ago, (NSW)Probably_Asleep said:

    And I'd be fine with this being a Bounty Reward, like an Uncommon that grants 500 or something. Just as long as after an hour of grinding I've filled my tank and can go back to Relic Farming.

    If only.
    Speaking of bad options that exist, you get iirc 6-12 Traces from inside a Cambion Drift vault.

     

    14 hours ago, (NSW)Probably_Asleep said:

    With missions averaging out at around 5 minutes apiece (probably less for non-Switch users who have quick load times),

    Honestly, load times is less an issue than getting the damned Reactants, imo.

  3. Honestly, I'd say 'remake Eclipse'. It never made much thematic sense.
    But if that's off the table?

    Make it some variety of toggle: Tap/Hold for light/dark, Tap/Hold to cast/change mode, etc.

    Reduce the base multipliers in Helminth, if needed.

     

    On 2024-01-26 at 7:15 PM, [DE]Juice said:

    For example, it could spawn beams of light nearby - standing in them provides the light boost, while standing out of them provides the shadow boost.

    I understand that this is just an example, but PLEASE don't do this.
    Oberon's Hallowed Ground is bad enough in that it requires you to stay on the ground. Don't make me also have to stay in a specific spot.
    It didn't wasn't good in Law of Retribution, it's not going to be any nicer now.

    • Like 1
  4. This could be a 'sort by' or icon in the Arsenal.
    This could be adding a keyword for searching via Inventory (which I think is doable?)
    This could be something else I'm not considering atm.
    Whatever.

    But there are many weapons in the game, of which I own many, of which there are many I've considered putting adapters in, Arcane or Exilus.
    I'd rather not have to start and maintain a spreadsheet for this as well.

    Thank you in advance.

  5. This is an issue that shows up as early as 'The Covetous Courtier' in the Duviri Paradox quest - 3 Dax (2 archers, 1 melee) spawn on top of a bridge, you have to go up and kill them.
    Nothing stops the archers from hopping off the bridge, and if you didn't see it happen, good luck finding them - and they're not even going to range too far from the area.

    Fast forward to the open world, where -as per title- not only do you have Dax rolling all over the place when knocked down, the sword Dax can and will use Slash Dash and go right over an edge, not be killed/despawned but presumably get 'unstuck' placed somewhere, with no marker, Guidance won't find them, and as far as I've seen, never path their way back.

    Enjoy the progstop.

  6. In case it's not clear, I mean this part: https://warframe.fandom.com/wiki/The_Duviri_Paradox#Shades_of_the_Undercroft

    Context: I've done this quest at least 4 times thus far.

    Each stage would benefit from halving the number of shades you have to kill per stage.

    Liminus - like Manics - can't really be hit in transit, they can't be chased down, and they spawn all the hell over the map.
    Further, you need to kill a certain amount, and they're spawn-capped and spawn-rate capped.

    Further, it uses 'open world' spawn logic, meaning you can't even use your abilities to nuke them from afar - they're too far even if you were using a non-loaner build.
    Instead you're stuck either trying to shoot them with a travel-time Boltor, shotgun-spread Tigris, shotgun-spread Pyrana, or pinpoint them in their short windows of visibility -assuming you even have a clear LoS- with the Lex.

    And it's not even as if they can meaningfully hurt you.

    Which means, in practice, that you're stuck standing around doing nothing as they slowly make their way towards you, in ones and twos (out of iirc ~80 per stage), and there's very little you can do to speed it up.

    And it's not even like the mission time needs to be padded so the VO can finish.

    Honestly, the player's best solution is to pick the Fragor, weigh down RMB+E and go do something else for a while.
    If the least frustrating thing the player (specifically me) can do, is not play the game (then come back, kill the 5-7 Liminus that are hanging around, and leave again), there's a problem.


    Please either (visibly) time each stage, or lower the number of shades you need to kill.

  7. If e.g. you tapped 5 instinctively on zone change to trigger Zenurik's Wellspring.
    You'll end up having to complete the fight as your Operator.
    You'll go back to your frame after the next zone change - and the bug will recur if you tap 5 again.

    To clarify, I'm talking about this stage of the quest: https://warframe.fandom.com/wiki/The_Duviri_Paradox#Shades_of_the_Undercroft

    I've had it happen in 3/3 different runthroughs of the quest, most recently last week.
    Have not tried dying.
    I have not tested what happens if you've selected the Drifter instead of the Operator.

  8. For what it's worth:

    I love the communication, hearing the conversations you're having on a topic.
    Thanks for sharing.

    ---

    Not disclaimering every single statement.
    The following is opinion. I might be wrong.

    On 2023-10-27 at 11:23 PM, [DE]Rebecca said:

    - Warframe has a decade of content to explore - this is a strength AND a weakness. 

    Respectfully, no. Your problem isn't '10 years of content', it's '7+ years of padding'.
    As such, you're going about this backwards.

    tl;dr - The actual main quest line is fine. The problem is the playtime bloat that's required to get to it (via underpowered solo node unlocking + squadless, lootframe-less resource farming for gear crafting + leveling when solo, underpowered and without access to an EXP farm).
    Want a 'minimum effort required' method to get players into the new content faster?
    Make a pack that unlocks the critical (node) path from Earth to Regna (adjacent to the Sedna Junction which has The War Within), and gives a rank 4 Fleeting Expertise and Continuity. Possibly also include the Small Energy Restore blueprint.

    This means that the new player will actually get what (little) instruction/tutorializing Warframe does, as well as actually get to experience the story (though things like The Second Dream will, perforce, lose most of their impact).

    Quests are, iirc, balanced for a reasonable power level (or entirely divorced from your arsenal), so no need to fudge with that.
    And don't even have to unlock the Junctions, as a player can use unlocked nodes on a locked planet, unless this has been changed.
    On the other hand, the player will still want to complete the junctions, whether for their rewards or MR-exp.

    Stretch is an Uncommon from Phorid, Intensify is iirc common from the first Cetus bounty, Overextended and Narrow Minded are non-critical, and we don't want to completely remove all need to farm Corrupted mods.
    iirc you're still not gonna have about half the elemental mods (shotgun elec a prime offender), crit mods (primarily Vital Sense, and subsequently Hunter Munitions), or multishot. I haven't checked recently, so I'll leave up to you what to do about that.
    But this still leaves a new player best served focusing on melee or shotguns, from both a 'mod acquisition' and 'cost to rank' perspective.
    Not that they'll know that, of course.

     

    Optionally, talk with Brozime - or anyone else who does occasional 'from fresh to goal' accounts. Brozime, specifically, will have records of his runs, due to his streamer-ness.
    The problem with this, of course, being that, as an experienced player, they're liable to overlook the lack of knowledge a genuinely new player would suffer from.
    Warframe is a very different experience if you do or don't know what you're doing.

    Which is a whole different conversation that you'll need to have, if you want to improve new player retention - but is beyond the scope of this thread, so I won't get into it.

    P.S.
    When is the last time someone did an 'undercover boss' run?
    There were significant (and sometimes obvious) improvements to the early game after Scott's run, and for the few months of Sunday Steve streams.

     

    Some context, for a slightly more indepth answer: 

    I've been playing Warframe since shortly before the shift to open beta.
    I do have a main account, but for years what I would do when I hit 'log in -> what do? -> log out' would be to start a fresh account, often with some gimmick or restriction, and play it until I got it capable of completing the current hardest content.
    I have, at this point 9 accounts. I'd have to do a review, but at current iirc 5 are Archon Hunt capable and all of them have them unlocked.

    All of this to say, I have some experience with getting an account from fresh to current.

    I haven't made a new account since the introduction of the Junctions.
    (I make new accounts because suddenly Warframe becomes a challenge, and getting a good mod matters.
    But the mandatory time sink that the MR reqs impose makes it just not worth it.)

     

    The problem isn't the main story critical branch quests, it's the amount of time needed for either the explicit waitwalls, or for the amount of grinding needed to complete the (MR) requirements for them. See above, re- Junctions.


    I've been asking you for years- What is Warframe supposed to be?
    Not - as the Devstream team took it - 'is it an MMO, or etc.?', but rather 'what kind of play experience should a player expect from it?'

    As things stand, Warframe goes from 'mostly unpowered, 3d person OTS shooter with some melee' to 'mostly unpowered, E-spam' to 'mostly unpowered, and your guns actually do something past level 15' to 'actually, I can afford to cast my abilities every so often' (though this is potentially earlier than I remember, due to undamage Streamline in Mercury Junction now, and Energy Siphon buyable from NW store rather than alerts) - and all this in the span of the first 4 planets.

    so, like, 40-50 hours, depending.

     

    There is no ingame 'this is a thing. you want this thing. this is how you get this thing' for Corrupted mods.
    But once you know about them, you can start farming (a Fleeting Expertise) to actually make ability reliance viable.
    Similarly, Energy pads, via Clan if you don't know any better, or from Syndicates, make a huge difference to your gameplay.
     

    I consider having all the base damage, flat elemental damage, crit, multishot mods, as well as Continuity, Streamline, Fleeting, Stretch, Transient Fortitude, Overextended to be when an account has reached mid-game.
    Once you hit this point, your fundamental gameplay depends entirely on how you choose to play, rather than how you're forced to play.
    Focus, Arcanes, etc. improve your position, increase your options, but don't directly change your gameplay.

    • Like 2
  9. On 2023-07-26 at 5:47 PM, [DE]Connor said:

    Instead of being totally new weapons, Incarnon Geneses add huge power to existing weapons with high dispositions, which left us in a difficult position. We didn’t want to give Incarnon-equipped weapons their own 0.5 disposition, forcing players to sacrifice powerful Rivens in order to experience the new content, so we decided to leave Dispositions untouched for launch.

    Appreciated.
    Specifically, I've got a 5 Forma Torid and Miter since around the introduction of T4 Void keys, and Dual Toxocysts with iirc 3 since their introduction.
    I'd already resigned myself to their rivens being writeoffs.

    I still expect that to be the final outcome, but *shrug* them's the downsides of playing an online game :/

  10. 33 minutes ago, [DE]Taylor said:
    • Added a “Drifter Mastery” category to the Mastery Breakdown on player profiles. 
      • Previously, Drifter Intrinsics were counted in the Railjack Mastery category. 
    • Added on-hover tooltip in the Melee Combos screen to provide more details (Stats, Status Effects, etc.).

    This is excellent.

     

    33 minutes ago, [DE]Taylor said:

    Temporal Erosion (Protea - Temporal Anchor)
    While Temporal Anchor is active, each strike of Grenade Fan and Blaze Artillery strips 10% Armor from enemies. 

    Hm. This is interesting.

    Any chance we can get a 'normal/inverted' toggle for Temporal Anchor's functionality when it times out?
    I'd use it more if I didn't have to manually cancel the rewind every 15-20 seconds.

     

      

    33 minutes ago, [DE]Taylor said:

    Intrepid Stand (Styanax - Final Stand) 
    Each javelin that hits an enemy grants 60 Overguard to Styanax and 30 Overguard to his allies within Affinity Range. 

    Huh. Final Stand is no longer a self-death sentence?
    I might actually not Helminth it off now, at least on one config.

     

      

    29 minutes ago, [DE]Taylor said:

    Increased the IPS (Impact, Puncture, Slash) Damage of the following Mods: 

    Commented on here.

     

    30 minutes ago, [DE]Taylor said:

    Common Cambion Drift resources (Ganglion, Lucent Teroglobes, and Pustulite) no longer trigger the special resource notification when picked up in the landscape. 

    Nice.

  11. On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    PLAYER OVERGUARD IMPROVEMENTS

    Hm. Sure, not the outcome I was *looking* for, but I'm okay with this.

     

     

    It's always possible I'm missing or overlooking something.
    That disclaimer given:

    Please don't misunderstand the negetivity, I love and appreciate that you're (still) trying to 'fix' parts of systems that don't work.
    But Warframe grew, unfocused, unmoderated and reactive for a decade at this point, and many of the problems are fundemental, systemic and thus buried/baked in at this point, and -while this might be a shortcoming of my own- I don't see how they can be addressed without a huge investment of effort and subsequent upheaval, and I don't see that happening.

     

    On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    Puncture Changes:
    Weakened Status Effect Buffs:

    • Increased the debuff to enemy attacks from 30% to 40% on the first stack.
    • Reduced the maximum amount of stacks from 10 to 5.
    • Increased the per-stack debuff from 5% to 10%. 
    • Increased the total debuff at Max Stacks from 75% to 80%. 

    I'm going to be blunt:
    This changes nothing.

    It's the result of a bunch on interconnecting design choices, among them:
    Currently existing weapon stats, as a result of the interplay of years-long neglect of Damage 2.0's rock-paper-scissors, uncapped enemy armor scaling and its disproportionate effecton enemy eHP, leading to its willy nilly application to all enemy VIPs of every faction- flying in the face of the intended purpose of Damage 2.0 - as a reaction to balooning player damage output - and having said that: the existence of gameplay-unaffecting nor -affected blanket crit chance + crit damage mods.
    Status chance increase tools vs. damage weighting.
    Methods of application, not least with respect to the following.
    Concurrent enemy numbers and spawning patterns.
    Endless missions on the one hand, and opaque enemy-power-compared-to-player-gear in static scenarios.

    I can expand on any of this if needed, but I'm *trying* to keep this on the shorter side.
    As such, I'm not listing options to address the issues. I don't know of the new crew shares the 'players are good at pointing out what hurts, but bad at fixing it' MaRo lesson.

     

    On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    Weakened Status Effect Additions:

    • Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after Mods, not before. Does not apply to Abilities or AOE damage. 

    Like Impact -> Slash proc mods, this is a workaround that can fit into the existing system, but - on top of all the above-listed, will also suffer from lack of relative impact and ease of utilization vs. crit.

    * Even if weighting were a non-issue, how many mods would a player be forced to dedicate to making use of this?
    In the best-case for it, how impactful is 25% additive crit vs a minimum of 30% modded crit, which is worst case (15% crit chance weapon with a Corrupted crit chance mod). And that's for the cost of *1* mod slot.
    * Weighting is *not* a non-issue.
    How much friction is a player going to face in trying to make use of this? vs. dropping 2 crit mods on a weapon and that's that.
    * Competes with other status effects. Crit doesn't.
    * You're *still* gonna need crit dam mods and stats to make use of this.

     

     

    On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    Impact Changes:
    Stagger Status Effect Changes: 

    Not stellar, this also suffers from the majority of problems listed above, but definitely an improvement.

     

     

    On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    Cold Changes:
    Freeze Status Effect Changes:

    See all the above.
    Forced Cold proc are excellent against Demolysts, and always have been.
    Most other enemies are either not impactful enough, or immune.

     

    On 2023-07-24 at 9:00 PM, [DE]Taylor said:

    Freeze Status Effect Additions:

    see Weakened Status Effect Additions.
    (Replace 'crit chance' with 'crit dam' and vice verse as appropriate.)

  12. 5 hours ago, [DE]Megan said:
    • Added “The Steel Path” option to the Simulacrum enemy settings. When enabled, enemies will have an additional +250% Health, Armor, and Shields. 
    • Added a skip button to the Circuit reward flourish after unlocking tiers and returning to the reward path screen. 
      • To address players getting “stuck” watching the reward flourish for a long time if they had unlocked a bunch of tiers. 
    • Hovering the reticle over the Drifter Melee weapons in Teshin’s Cave will now trigger a pop-up that provides its description. 
      • To help inform players before they commit to purchasing it.
    • Added stat buffs from Helminth Invigorations and Archon Shards to the “Configure” screen in Teshin’s Cave. 
    4 hours ago, [DE]Megan said:

    Undercroft Exterminate Mission Change: 

    • Slightly reduced the number of enemies required to exterminate (scales with number of players in squad). 

    Undercroft Defense Mission Changes

    • Reduced waves from 5 to 3. 
      • In an effort to decrease the length of Defense missions in the Undercroft, we’ve opted to reduce the number of waves to complete.
    • Increased enemy spawns and added Eximus units to defeat at the end of the mission. 
      • With the wave reduction, we want to maintain a level of challenge throughout the mission by ending it with a bang. 
    • The Defense Target will now regenerate its Shields to full in between waves. 
      • In light of the increase in enemy spawns and the addition of Eximus units, we wanted to ensure the target wasn’t in any immediate danger of being destroyed right on wave reset. 

    This is excellent.

     

    4 hours ago, [DE]Megan said:

    Incarnon Geneses Removal:
    Cavalero can now remove Incarnon Geneses in the Chrysalith on the Zariman! 

    Removing an Incarnon Genesis will return it to your inventory, but you will not be refunded for the original resources used to install it. 

    Fair, thanks.
    With that said, maybe have Cave weapon choice prioritize Incarnon Adapter over Vanilla < Wraith/Prisma < Prime?
    (Unless it already does, idk, cba to farm for Incarnon Adapters I'll never use.)

     

    4 hours ago, [DE]Megan said:

    General Incarnon Geneses Changes & Fixes: 

    • Added “Owned” and “Installed” Icons to Incarnon Geneses you own / have installed in the Steel Path Circuit Rewards selection screen. 
       
    • Soma (base and Prime) Incarnon Genesis Changes: 
      • Soma Prime’s Incarnon Form fire now triggers the “Hata-Satya” Augment Mod’s Critical Chance buff. 
        • Prior to this change, the Hata-Satya was part of the following list of Augment Mods that had no interaction with their weapon’s Incarnon Form - this is their current status: 
          • Kunai’s Stockpiled Blight: It is intended for the Mod not to interact as it specifies Magazine capacity and Kunai’s Incarnon Form uses charges to fire, not ammo. 
          • Latron’s Double Tap: We are investigating functionality and will share the outcome. 

    Again, excellent.
    And thanks for the communication re: other augments.

     

    4 hours ago, [DE]Megan said:

    Updated the description for Furis’ “Stormburst” Evolution I perk to better explain how it is triggered: 

    Oh, yeah, that's a kinda important detail. ty for that.

     

    5 hours ago, [DE]Megan said:
    • Starting today with the release of Kullervo in this Update, each new Warframe we release from this point on will increase the number of purchasable loadout slots by 1.
      • With Kullervo, we’ve updated the number from 20 to 21.  
    • Teshin’s Cave offerings can now be previewed in the Star Chart before entering Duviri with the Rank 4 “Warframe Abundance” Opportunity Drifter Intrinsic unlocked.
      • The display will also show the amount of Forma installed on the active offerings.
    • Added ability to fully customize Drifter controls in the settings. Select the Customize Key Bindings option under the Keyboard/Mouse section.and navigate over to the Drifter tab. 
    • Added a “Complete” icon to the mini and detailed maps in Duviri after completing main and side objectives. 
    • Added “The Steel Path” option to the Simulacrum enemy settings. When enabled, enemies will have an additional +250% Health, Armor, and Shields. 
    • Added a skip button to the Circuit reward flourish after unlocking tiers and returning to the reward path screen. 
      • To address players getting “stuck” watching the reward flourish for a long time if they had unlocked a bunch of tiers. 
    • Hovering the reticle over the Drifter Melee weapons in Teshin’s Cave will now trigger a pop-up that provides its description. 
      • To help inform players before they commit to purchasing it.
    • Added stat buffs from Helminth Invigorations and Archon Shards to the “Configure” screen in Teshin’s Cave. 
    • Dax Eximus and Heavy units can now be Mercy killed in the Undercroft!
    • Dax enemies can now be affected by multiple stacks of Status Effects! 
    • Dax Gladius can now be knocked out of their blocking stance a little quicker now! 
      • They were previously immune from being knocked out for 3 seconds at the start of blocking. That has been reduced by half!
    • The confirm button to Refine a Void Relic is now defaulted to update immediately to Radiant without having to select it from the rank grid. 
    • Updated all of the Drifter Melee weapons to better explain their functions (bold indicates edits): ...
    • The Drifter’s Guiding Hand ability will now track Shrine Pieces in the “Assemble the Shrine” objective in Duviri to make them easier to find. 

    Once again, all excellent.

    Will go over the fixes when I can see straight.

  13. 15 hours ago, [DE]Danielle said:

    If you’re still rocking a vintage machine that doesn’t support these instructions, you’ll soon start to see a warning in the Warframe launcher so you know it’s time for an upgrade. 

    In true minspec PSA style, we want to give our PC Tenno a very early heads up.

    Appreciated.

    ---

    32 minutes ago, Jarriaga said:

    Pushing forward means cutting down on technological hard-walls from legacy systems because at some point the new features are otherwise held back just so compatibility is retained.

    FWIW, as someone who's going to have to upgrade or say goodbye, I support this move.
    Unless the game was 'sold' as guaranteed to work with X, there comes a point where maintaining backwards compatibility is detrimental.

    Hell, I'm amazed (and obviously pleased) that Warframe's worked, and well, on my (mostly) 14 year old computer for as long as it has.

    • Like 25
  14. 38 minutes ago, (PSN)chabala said:

    Don't do this. Support has no idea what rewards you lost, it's just a wild goose chase. Just stop playing the new content until they fix it.

    Pretty much this, I'm afraid, unless you have your teammates' names.

    They have no idea what rewards I didn't get.
    Having not gotten them, I have no idea what rewards I didn't get.
    Didn't even realize there was a point in reporting until I saw this PSA, so have no idea who my teammates were.

    And, according to the boilerplate, it's all irrelevant anyway:

    Please note that we can only process requests under the following circumstances:

    • A completed multi player mission/event that required a key or consumable resource to enter.
    • A Void Relic was consumed on a successful multiplayer mission without reward.
    • A completed multiplayer Alert/Event that is no longer available.
    • A successful multiplayer Teralyst victory on the Plains of Eidolon
    • You provide All of the required information below.
    • You provide the required information in TEXT FORM (for expediency screenshots and videos cannot be accepted).

    In order for us to be able to investigate your account, please provide the following information:

    • What are the Names of the other Players that received the item?
    • What One Item do you want restored?
    • When (date & time + your time zone) did you finish the mission?
    • Where (Node / Derelict / alert) did you play the mission / which Void Relic did you use?

    Void Flood doesn't fall under the criteria, and I've got none of the info required.


    Which, I mean, fair, but :/

    • Like 2
×
×
  • Create New...