Papa.Pov Posted November 1, 2019 Share Posted November 1, 2019 Maybe it's just me, but the damage scaling in the Kuva Thrall missions seems completely out of order. Builds and weapons that I can take through a sortie no problem, give me damage numbers that are utterly pitiful. Meanwhile in some of the higher end missions I get so much as sneezed at by a Lancer, it almost feels like I spent two hours on Mot to get to this place. How come the scaling feels so much heavier in those missions in comparison to endurance/sorties of equivalent levels? Link to comment Share on other sites More sharing options...
ZiKi1705 Posted November 1, 2019 Share Posted November 1, 2019 mod TRUE PUNISHMENT does not apply its stats Link to comment Share on other sites More sharing options...
iSolement Posted November 1, 2019 Share Posted November 1, 2019 Thanks for the hotfix. What about making Condition Overload multiplicative with pressure point? what about making True steel multiplicative with blood rush? Link to comment Share on other sites More sharing options...
SelfishNeko Posted November 1, 2019 Share Posted November 1, 2019 please remove the mods expiration / use amount , this is too grindy and unrewarding especially if we are expected to use void traces on this new tier relics to get any proper chance to get the mods to begin with on top of those new tier relics being tied down to a restricted limited mission type (kuva flood and syphon) Link to comment Share on other sites More sharing options...
Roo1125 Posted November 1, 2019 Share Posted November 1, 2019 Using your melee weapon shouldn't cancel your sprint. Link to comment Share on other sites More sharing options...
King-Baconbeard Posted November 1, 2019 Share Posted November 1, 2019 32 minutes ago, GA-Bulletproof said: What we need: Kuva floods to persist Requiem Mods to persist (if Kuva floods don't) Heavy attacks to become faster with an increase in range (or why do them in the first place) Blood Rush and Weeping Wounds should count into normal attacks by 50% to balance out melee weapons that are lost without them. Gunblades should be looked at in order to get them back to where they were without the heavy attack Vauban animation speed needs to be halfed (aside from his Meme Abilities entirely reworked...AGAIN) e.g. Clone Ability: Lets Vauban Clone his Sentinel (scales with PS) 2x at Base. Imagine 4 Helios at 200% PS. That your turret right there! Ember's 2 increases too fast after using her 4 <-- lowered. more to come what he said, Make Vaubans Two a bloody Sentinel Clone, or make his Two (Tactical Link) Vauban Toggle or activates his Tactical Link. Causing his Companions DMG and HP to increase. Increases Vaubans Shield Capacity by 25%, Increase Reload Speed and Magazine Capacity by 20% of Equipped Weapon Link to comment Share on other sites More sharing options...
ByElooY Posted November 1, 2019 Share Posted November 1, 2019 Fix zenistar disc, is a trash charge the combo for use more time the disc Link to comment Share on other sites More sharing options...
burem0n0 Posted November 1, 2019 Share Posted November 1, 2019 Rework of range to meters instead of % has completely #*!%ed polearms into the ground lost at least half the range on my kripath RIP Link to comment Share on other sites More sharing options...
TASK141 Posted November 1, 2019 Share Posted November 1, 2019 I love that u guys are Fixing bugs and making thing better but can you atleast make the redeemer Prime useable its fine with the new mod fixes but the stance fixes make it un useable especially with bulletdance Link to comment Share on other sites More sharing options...
momoner Posted November 1, 2019 Share Posted November 1, 2019 @DE pls fix the mele weapons The idea of the mekanisem for the mele its grat but have a problem: Problem 1: Befor the melee changes are mele weapon esential for long survival rounds but after the update its every melee weapon trash for abov lvl 200 but for low lvl like lvl 80 good Problem 2: Its the combomultyplayer cap too low the problem 1 can easy fix with a much higher combomultyplayer its better for all veteran players and mele weapons are grate again I think im not alone with this problem with the melee weapons I hope for a update for the melee weapons again with a much higher combomultyplayer Link to comment Share on other sites More sharing options...
CuChulainnWD Posted November 1, 2019 Share Posted November 1, 2019 @[DE]MeganI killed my lich finally after 4 successful killings but UI lock ups last night. Now... how do I claim my Kuva Kohm? Link to comment Share on other sites More sharing options...
--Gauss-Prime-- Posted November 1, 2019 Share Posted November 1, 2019 56 minutes ago, [DE]Megan said: Removed a Kuva Lich voice line that wasn’t meant to ship. uhmmmmmmmm what is it? I'm curious now. Link to comment Share on other sites More sharing options...
TheSteelRat Posted November 1, 2019 Share Posted November 1, 2019 Can you make it so Liches do not steal Requiem Relics? Kind of hard to defeat them when they take away the means to defeat them Link to comment Share on other sites More sharing options...
JoshDaLemon Posted November 1, 2019 Share Posted November 1, 2019 Love the kuva on the alerts. Makes it much easier than searching for them! Link to comment Share on other sites More sharing options...
Moomabo Posted November 1, 2019 Share Posted November 1, 2019 55 minutes ago, fizio900 said: Fix the stealth kills being broken, it's been more than a month already Link to comment Share on other sites More sharing options...
Shemarria Posted November 1, 2019 Share Posted November 1, 2019 1 hour ago, [DE]Megan said: The Old Blood: Hotfix 26.0.3 As you can see by the title - this is our third Hotfix! As indicated in prior threads, we wanted to spend as much time working toward important fixes in the ‘Bug Track’ in the days following the release of Update 26. The Constructive Feedback we’ve been receiving has been extremely helpful so far for Hotfix plans next week and the following. Also please note that we’re aware of some Melee attacks forcing you to toggle Sprint every time you Melee, as reported here: https://www.reddit.com/r/Warframe/comments/dpy5vl/melee_stops_sprinting/ Melee Phase 2 Changes & Fixes: Removed the Mastery Rank 10 requirement for the MK1-Bo and restored it back to 0 (Prime rules were applying here accidentally). Archwing Melee attacks (including Titania's Razorwing) now properly home in on their targets again. Sigma & Octantis and Cobra & Crane will now throw their shields again when equipped with a Stance other than the default no Stance. Quickening Melee Mod now applies its Attack Speed increase correctly. Zaws now block 100% damage. Changed the Volnus Blocking to 100% and Parry Angle to 50. Fixed Prova series, Kreska, Sheev, Machete series, Mire, Scoliac, Kama, Nami Solo, Plasma Sword and Destreza series not consuming Combo Counter on Heavy Attack. Thank you Rage-Kitty and all @ DE for being on the ball for the inevitable hic-ups and FUBARS that come with any main-line update. Hopefuly not too many more required. Also, "GET SOME SLEEP!" Link to comment Share on other sites More sharing options...
Qamelion Posted November 1, 2019 Share Posted November 1, 2019 vor einer Stunde schrieb [DE]Megan: Kuva Siphons/Floods have been added to the World State Window Alert section in Navigation for increased exposure! 🙌 Link to comment Share on other sites More sharing options...
Rylatar Posted November 1, 2019 Share Posted November 1, 2019 1 hour ago, Upright1 said: I think some glaives (I have only tried the falcor so far) also don't drain combo after a heavy attack The throw isn't a heavy attack, the heavy attack is the explosion. ^^ Link to comment Share on other sites More sharing options...
CuChulainnWD Posted November 1, 2019 Share Posted November 1, 2019 55 minutes ago, Xpo.vos said: Maybe it's just me, but the damage scaling in the Kuva Thrall missions seems completely out of order. Builds and weapons that I can take through a sortie no problem, give me damage numbers that are utterly pitiful. Meanwhile in some of the higher end missions I get so much as sneezed at by a Lancer, it almost feels like I spent two hours on Mot to get to this place. How come the scaling feels so much heavier in those missions in comparison to endurance/sorties of equivalent levels? I noticed that too. On one Thrall you could spend 5 minutes shooting him, and then the next you sneeze on them and they rip like tissue papper. Link to comment Share on other sites More sharing options...
umadgurl Posted November 1, 2019 Share Posted November 1, 2019 43 minutes ago, momoner said: Problem 1: Befor the melee changes are mele weapon esential for long survival rounds but after the update its every melee weapon trash for abov lvl 200 but for low lvl like lvl 80 good Problem 2: Its the combomultyplayer cap too low the problem 1 can easy fix with a much higher combomultyplayer its better for all veteran players and mele weapons are grate again I think im not alone with this problem with the melee weapons I hope for a update for the melee weapons again with a much higher combomultyplayer You just need to get used to mod your weapon differently and to maybe change weapons, as the stats got changed different weapons might be better than those you are used to. Melee system now is seriously broken, but not cuz of "lacking" dmg Link to comment Share on other sites More sharing options...
Jose72 Posted November 1, 2019 Share Posted November 1, 2019 I want my riven mod Link to comment Share on other sites More sharing options...
Xx_AngelofDeath_xX Posted November 1, 2019 Share Posted November 1, 2019 1 hour ago, --Xeiphrus-- said: aww no, i was liking that no throw shield on sigma & octantis you could throw the shield before by holding back while pushing E, now you cant do directional ground slams anymore because its back to default E. People just didn't know how to do it before. Link to comment Share on other sites More sharing options...
JungleQuack Posted November 1, 2019 Share Posted November 1, 2019 Reported problems with Exodia Contagion being buggy yesterday. As of the most recent patch it went from buggy to flat out not working at all unless I am playing in Solo mode. Literally any multiplayer whether I am host or not and the arcane stops working. The number of things that I really enjoyed playing with that have either been broken, (like status effects like gas from melee weapons not proccing on kill) or gutted (like Gunblades and Covert Lethality) is causing my frustration levels to reach a point where I don't even want to play the game. Link to comment Share on other sites More sharing options...
Khajiit_HeavyGunner Posted November 1, 2019 Share Posted November 1, 2019 Thanks for the hot fix, but how to leave archwing mode on PoE without using k-drive, E button or ground slam doesn't work anymore while on archwing, X button too, does it have special button to leave the archwing? My frame stuck on fishing spear aim animation for few seconds after throwing fishing spear Link to comment Share on other sites More sharing options...
Skioldus Posted November 1, 2019 Share Posted November 1, 2019 "Removed a Kuva Lich voice line that wasn’t meant to ship." I'm simply curious of this line. Link to comment Share on other sites More sharing options...
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