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Wukong Prime: Hotfix 25.3.2 + 25.3.2.1


[DE]Megan

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2 minutes ago, Trizion said:

Please add a green 'verified' checkmark or whatever color next to a persons name in the trading screen to let us know if they have 2FA enabled so we don't waste time with people who don't have it enabled.

Additionally a little red X for people who are trade banned/suspended so it isn't an issue of juggling "do they have 2FA enabled" when the issue is that they do BUT they are also suspended from trades. 

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hace 4 horas, MirageKnight dijo:

Wow - nice long fix list!

Thanks again for another update / hotfix - particularly the fix for missing Clan XP! The implementation of fixes and changes (and the work put into them) that help benefit the Warframe experience are all greatly appreciated, so keep up the good work. 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. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well.

Bugs:

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

- Occucor's target tracking for tendrils will not work if the weapon is modded for increased range.

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

- Baruuk's Desolate Hands' orbiting daggers targeting 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.

- 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.

- Zenith will randomly switch to full auto after firing a single shot when in alt-fire mode.

- 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.

- Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a recent fix to address failed migrations - but I'm not sure if this part was actually addressed or not.

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

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

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

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

- Using Melee while using a Synthesis Scanner defaults to the player's Primary or Secondary weapon when aiming instead of the Scanner after melee. This forces the player to re-enable the Scanner.

- Numerous missing Codex entries, which includes enemies and PoE animals.


Balance / Gameplay-related Issues and Concerns:

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

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

- Saryn, Mesa, Volt, Equinox, Octavia and Mag (at the very least) still being arguably not co-op friendly by being able to dominate / nuke small defense maps with overpowered abilities. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone decided to delete most of the enemies for everyone with an extremely powerful and easy to spam ability that also has massive range.

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

- "Spin 2 Win" tactics dominating melee due to Maiming Strike being always available while conferring massive bonuses to an easily spammable attack move capable of rapidly clearing maps.

- 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 more than likely that he will be back at some point.

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 instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

- Please bring back a manual blocking option for melee. Because 1. there are stances and a couple of mods that used manual blocking and 2. auto-blocking can be really inconvenient and irritating. Which brings me to...

- Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise.

- 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 concerns that players have brought up.

- 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 has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present).

- Lower the credit cost to build Ephemera and drop the resource costs substantially. 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.

- Lower the cost of Domestik aka "Corpus Roomba" - a mobile cosmetic - to 35 - 50p. At present, it costs significantly more than a Sentinel. 100p for something that does nothing but run around when 75p grants players a Sentinel with a weapon and useful abilities is a bit much, especially considering that most Orbiter cosmetics don't cost more than 25p.


Thanks for reading. No, I really couldn't care less if certain points I've made here are unpopular with certain members of the community or not. My concern is that the game be as functional, balanced, and enjoyable for all players as is reasonably possible.

Dont touch mag...we need to nerf weapons, and the inmortal frames, inaros, nidus, chroma, rhino...all need nerfs, is not fair for the rest of the warframes

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Also THIS!!!

"- Failed Host Migrations resulting in a failed mission with a loss of all rewards and pickups. I know there was a recent fix to address failed migrations - but I'm not sure if this part was actually addressed or not."

The number of times I've lost all my rewards in missions, especially when farming (or Plague Star) on the Plains or Vallis.  Wiped out about an hour of hesperon farming the other night, because I forgot to go solo!!

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35 minutes ago, warthas1980 said:

 and the inmortal frames, inaros, nidus, chroma, rhino...all need nerfs, is not fair for the rest of the warframes

god forbid we can choose frames with the unique ability of getting shot without dying. boy I sure love equipping quick thinking on every frame to directly narrow all of my build choices which forces myself to use the same survival set up on all possible frames that are all now made of wet paper to our glorious nerfs. 
it's not like 90% damage reduction also doesnt fail from time to time. but lets get rid of that too and neeeeeeeeeever address how most enemies gibb your frame into metal scrap regardless of your tanking capabilities.

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5 hours ago, [DE]Megan said:

 

Changes:

  • Kuva Cell pickups now take priority over Life Support Tower activation actions to alleviate accidental Life Support activation in Kuva Survival.    

 

  • Made Teleport Pits willing to send loot to a nearby spot as a last resort instead of letting it fall out of the world.

These are the standout QoL changes to me.  I thank DE for considering these even though - as far as I'm aware - no one was really asking for it.  This is great.

Also, I mentioned Zhuge Prime's "Alarming" firing before and mentioned I would be starting a thread if it was not changed... but it seems it's not Alarming?  The impact of the bolts can cause enemy alertness, but this isn't much different from thrown Glaives drawing alertness if they miss and ricochet, and they are still considered "Silent" in my opinion (as melee weapons, they do not have this show up in UI though, as all melee are "assumed" to be Silent even though some, like Gunblades, are not).

I feel like it would, no pun intended, silence a lot of complaint if the UI was just changed to read "Silent" on Zhuge Prime since the firing does not alert enemies to your individual location or break Ivara's Prowl.  Zhuge Prime works a lot like Ballistica Prime as a weapon of misdirection, that causes triggers enemy alertness, but away from the player (by creating a ghost as a discount Loki Decoy or an explosion as a distraction).  Ballistica Prime is called "Silent" in UI - why is Zhuge Prime not?  I'm honestly confused at this point.

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6 hours ago, [DE]Megan said:

Survival Spawn Change:

  • Historically the number of concurrent enemies in Survival was related to where the mission was in the Star Chart; early missions tended to have less enemies and later missions tended to have more and this number did not change even when you stayed in a mission longer to face higher-level enemies. As an experiment we have changed the scaling mechanic so that staying in a low-level mission longer will also increase the enemy count as it increases the enemy level until it hits the same cap it would have for high-level missions.

 

I think it's better if DE can implement some ways to adjust the number of enemies in a mission, like playing solo with spawn rate of 4 players.. that would help for farming, leveling, as well as make some challenge (for instance, doing solo survival on mot with max spawn rate)..

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hace 53 minutos, Fast_Pickle dijo:

god forbid we can choose frames with the unique ability of getting shot without dying. boy I sure love equipping quick thinking on every frame to directly narrow all of my build choices which forces myself to use the same survival set up on all possible frames that are all now made of wet paper to our glorious nerfs. 
it's not like 90% damage reduction also doesnt fail from time to time. but lets get rid of that too and neeeeeeeeeever address how most enemies gibb your frame into metal scrap regardless of your tanking capabilities.

I do not agree with the nerfs, the comment is ironic, they ask nerf to mag, mesa, saryn, banshee, volt..because they can kill every enemy on a map with a skill, but they do not ask nerf to their immortal tanks warframes. ..if they want nerf the caster warframes, which are obviously paper and their abilities have to be powerful, then they also need to ask nerf to the immortal tanks, to the weapons that can from a single shot, kill a part of an eidolon. ..i play the game since 2013 and it bothers me that every time a warframe that is not tank, that can be on par with them, they ask for nerf, I do not agree with complaining about spam of skills, if I do not like spam, I play single. and I repeat, my order of nerf is ironic

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Really happy to see survival spawns upped. 

 

Ideally we'd see them upped across the board now, I'll understand if that only kicks in if you go past 5 mins to not make it harder for ppl completing star chart, but I think many agree even high level missions still are pretty low. Especially when solo, and especially when not nekros.

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Can you fix things (visual bugs, polarity issues, etc) that have been problems for months/years? Like it's great you're fixing things you just broke, but how about giving some love to all the things that have been broken for a long time now?

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7 hours ago, [DE]Megan said:

Fixed Void Crate waypoint sunken into the ground leading to unpickable goodies, as reported here: https://old.reddit.com/r/Warframe/comments/cbmc51/i_feel_like_de_is_mocking_me_couldnt_pick_it_up/

That was a problem for over 3 months ago, by ignoring the forum's bug reports of 3 months ago, and only using reddit of "2 days ago"? Very old topic: https://forums.warframe.com/topic/1086641-oob-out-of-bounds/

Makes me wonder why it gets fixed really fast on reddit, but not in Warframe bugs report forum.

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4 hours ago, Jackal_Off said:

Where was this discussed? I'd like to see it!

It was back in April. They brought it up briefly in the Arbitrations ‘Iteration 1’ Changes - “We will be watching how these changes play out as we plan to iterate further on the mode in the future, with our next review for Arbitrations focusing on reward pacing”

 

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8 hours ago, MirageKnight said:

- Please stop defaulting RMB to equipping the last ranged weapon used while a melee weapon is currently equipped - Exalted included. When an Exalted melee ability is active, right-clicking switches from the melee weapon to the last ranged weapon used, forcing players to turn the ability off and then on again which wastes energy. Some of us hate this "switch" feature and want to be able to turn it off. You can work in a toggle so that players can "lock into" whatever melee weapon they have equipped - exalted or otherwise.

This is wrong. RMB does aim with the last range weapon equipped, but you do not have to waste energy turning your exalted weapon off/on again. If your exalted weapon is active simply hitting your melee key will unsheathe it again.

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Thanks for the Fixes DE you guys are doing really good work. The list is long and the minor issues are many, thank you for all you do to keep the game running and as cool as it is. The percentage of awesome in this game far outweighs the problems :D

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