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The Jovian Concord: Update 25.2.0


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Thanks again for another update / hotfix. The implementation of fixes and changes that help benefit the Warframe experience are all greatly appreciated. Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder.

- Broken animations and fx / sfx for Sarpa if attack speed is modded too high.

- Loss of functionality of Exalted melee weapons when playing as a Client.

- Completing Cyanex research removes 17k xp from Clan xp progress (confirmed this myself today).

- Completing Komorex research removes 20k xp from Clan xp progress (reported by other players, could actually be 3k xp).

- Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves.

- Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking.

- Host Migrations sometimes resulting in a failed mission with a loss of all rewards and pickups.

- Garuda's Talons resetting to inactive / un-deployed position after performing a stealth kill when no other melee weapon is equipped.

- Nitain being locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present).

- Prosecutors fail to spawn on Exterminate, Survival and Defense nodes on Ceres.

- During PoE bounties, Hacked Drones will occassionally get stuck on terrain and refuse to move, causing the mission to ultimately fail.

- Most Arch-guns being mediocre in comparison to regular, high MR ranged weapons when used as ground weapons.

- Weapons glitching occasionally when Baruuk switches out from Serene Storm.

- Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.

- When Serene Storm is active, right-clicking switches out from Baruuk's Desert Wind exalted melee to the last ranged weapon used, forcing players to switch back to Desert Wind.

- Desolate Hands' orbiting daggers targetting and killing wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active.

- Nekros Shadows being affected by Renewal, thus posing a massive and unreasonable energy drain on Oberon players.

- Nyx, Vauban and Wukong being underwhelming and almost completely out-classed by meta damage 'Frames such as Saryn, Mesa, Volt, Equinox, etc.

- Saryn, Mesa, Volt, Equinox and Mag still being arguably non-coop friendly by being able to dominate / nuke small defense maps with ridiculous ease. All players should be able to contribute and participate in missions in meaningful ways, not be bored to tears because someone decided to delete most of the enemies for everyone with a powerful and easy to spam ability.

- Ability to turn Banshee's Soundquake on and off quickly and repeatedly, generating pulses of high damage that can readily and easily clear small maps.

- Spin 2 Win dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps. Maiming Strike being made reliant on Channeling to circumvent this...when?

- The Wolf of Saturn Six being a boring bullet-sponge and gear-check enemy that punishes players for head-shotting and who rewards us for our troubles with a sub-par drop table that has mods you can easily get anywhere else. Yes he's "weaker" now...but he's still a boring sponge that requires little skill but substantial effort to neutralize. A Nox is a more interesting and reasonable opponent than the Wolf. I mention this because it's a given that  he will be back at some point.

- Energy colors being bugged / broken for certain Warframes, weapons, accessories, and abilities. You're getting there though!

- Arguably lackluster rewards for Arbitrations.

- Domestik aka "Corpus Roomba" - a mobile cosmetic - costing significantly more than a Sentinel. 100p for something that does nothing but run around when 75p gets players a Sentinel with a weapon and useful abilities? 35 - 50p would be far more reasonable.

Also, it would be really appreciated if you all could:

- Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Banished or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player.

- Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

- Bring back manual blocking for melee. Because 1. stances and a couple of mods use blocking and 2. auto-blocking can be really inconvenient and irritating.

- Make Ogris fun again and give it a semi-auto trigger. Make the rockets only detonate after they've traveled 6m (at least), for obvious safety reasons.

- Bring back regular Alerts for players that either can't or don't want to deal with Nightwave. We players appreciate having options and Nightwave hasn't been new player friendly.

- Lower the credit cost to build Ephemera to 10k credits and drop the resource costs by 90%. It's a purely cosmetic item that does nothing but leave footprints / trails that disappear after a few seconds. Also, if these are supposed to be a prestige item / badge of honor...they need to be a GUARANTEED reward when reaching a particular milestone. If not, lower the grind needed to acquire them please.

Thanks for reading. No, I couldn't care less if certain points I've made here are unpopular or not. Yes, I know this is a hot-fix.


Damage for Wukong and his clone is redistributed for a more powerful feel, with a much higher status chance, larger base range, and some slash.

Slash? Really? It's a staff, not a polearm or halberd. 


Edit: Wow, this post got some hate...despite it pointing out things that are clearly important to a lot of people and not just me?

A post I've made several times before?

Forums, you never cease to disappoint me. Haters gotta hate.

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14 minutes ago, [DE]Megan said:


5 Levels of Immortality: Wukong has learned 5 techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission to avoid death 3 times. Each technique will make Wukong invulnerable for 2 seconds, restore 50% health, and provide a unique buff.

5 levels, can only use 3.... ok then....

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il y a 16 minutes, [DE]Megan a dit :

Fixed ‘Everything Old is New Again’ and ‘Loyalty’ Nightwave Acts not awarding Standing.

So if we did every possible challenge since the start of Intermission we should  be rank 10 +6000 points , is that correct ? (for be sure they count)

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22 minutes ago, [DE]Megan said:

Fixed ability to gain Set Mod bonus by using multiple copies of the same Mod if you have a Sentinel or Moa. Set Mod bonuses require different Mods from the Set to gain the bonus.


4 minutes ago, ChevC said:

Very disappointed, no matter how many reworks you all do to wukong I refuse to play him because of his clumsy look. Why didn't you release his skin? http://i67.tinypic.com/ji105c.png

Because it's not finished yet.

6 minutes ago, Stormandreas said:

5 levels, can only use 3.... ok then....

Yes? He has five different ways to cheat death, and you get a random selection of three per mission.

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6 minutes ago, primalrage26 said:

everyone complained how bad wukong is now that he got a rework they all gona be running back BUT DE hasnt been positive about the vauban rework thats for sure


They gave him nyx 4, then rhino 4 as an augment, slapped on a clone and gave him additional revives. He's still a bad frame but atleast he now have a purpose: getting really bad players through missions without them having to figure out how to play.

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5 minutes ago, MirageKnight said:

- Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

And then whenever a new pallette is added, the colour wheel would have to be updated. Lots of work.

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8 minutes ago, [DE]Megan said:

Fixed ability to gain Set Mod bonus by using multiple copies of the same Mod if you have a Sentinel or Moa. Set Mod bonuses require different Mods from the Set to gain the bonus.

It's interesting to see this going from "making no sense and shouldn't work this way" to a sort of "officially acknowledged, tweaked and settled on a compromise".

I understand that companions have their own mods that are part of our Warframe set modss. Still, it seems a little awkward how for example, having Vigilante Armament on your primary, and still able to "draw" from the set bonus of Fervor and Offense on the sentinel's weapon. Something feels a little "off" with this interaction.

Anyway, interesting decision, awkward but interesting.

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