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[DE]Megan

Fortuna: Hotfix 24.2.7 + 24.2.7.1

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Thanks for the update, here are some things that still need looking into. 

Corinth still doesn't have its pump sound, and the solstice skin doesn't have shotgun shells in the ammo rack. 

Archguns remain over glorified amps

And pax seeker is still pretty much useless in close quarters (halls and stuff where 60% of this game occurs)

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Posted (edited)
1 hour ago, [DE]Megan said:

The UI now displays a max of 999,999,999 Credits (our servers will still track up to 9 quadrillion Credit balances but will not be displayed in-game).

Praise the prophet of profit. Finally i am no longer bound by the credit limit. Time to invest.

Edited by Skaleek

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What happened with the hair? I don't see any differences

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Still no fixes for:

1) Profit Taker Phase 1 deletes your spears

2) Profit  taker datamass not spawning, halting progression

3) Accepting a mission vote for a Profit Taker mission teleports you to inside the Backroom, requiring retreading back to the elevator

 

 

  • Upvote 1

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All of those augments look good to me.

I must be going crazy.

This update is hella beefy 👍

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Trading is still bugged for controllers (PS4 ones at the very least).

Still have to use the work around of restarting, then unplugging controller and using mouse & keyboard for the trade...

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hopefully you can retro actively reward these bugged spider missions, playtime is limited and daily favour cap doesn't work well with with bugs during limited playtime

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So, we can forget about a rebalance to the profit taker orb? How about the nerf archgun weapons? How about the terra corpus units that are immune to warframe abilities? No? ok, two new mods and everybody forgot the broken new boss battle, the clunky mechanics and gameplay of the all mighty spider?....

  • Upvote 3

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Posted (edited)

The firing point for the moas is still from below them 

Edited by Ysmirdragon

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Thank you so very much.
Orb mother being stuck was a huge painful moment.
Many thanks, and a happy newyear ❤️

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Many thanks/ 🙂 And once again happy new year! o/

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Posted (edited)

That Khora augment seems a bit pointless.

 

45 seconds normal vs one less mod slot, 150sec increased cooldown but -4 seconds for every enemy killed

good for low level enemies which can be killed fast enough but then, venari never dies in such low level missions

 

good luck killing enemies fast enough in high level content.

Edited by RAZORLIGHT

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Feedback on Desiccation's Curse

Why 75% chance of creating a sand shadow? Why not 100%? What's with the forced RNG here?

The duration of the sand shadows created is pretty weak, on top of the 75% chance of creating one. The nature of that duration does not mesh well with the augment either. As taken from the wiki:

  • If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds.
  • Sand Shadow duration is not affected by mods.

I honestly hoped I could start building an army with Inaros. That's disappointing. I'd certainly request the duration to be much higher and scaleable with duration mods, but the 75% chance is what needs to be addressed most.

  • Upvote 1

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hace 2 minutos, Arkazoo dijo:

Feedback on Desiccation's Curse

Why 75% chance of creating a sand shadow? Why not 100%? What's with the forced RNG here?

The duration of the sand shadows created is pretty weak, on top of the 75% chance of creating one. The nature of that duration does not mesh well with the augment either. As taken from the wiki:

  • If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds.
  • Sand Shadow duration is not affected by mods.

I honestly hoped I could start building an army with Inaros. That's disappointing. I'd certainly request the duration to be much higher and scaleable with duration mods, but the 75% chance is what needs to be addressed most.

the 75 % is good.. just the finisher atack need to be faster.

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