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The Old Blood: Hotfix 26.0.7


[DE]Megan

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why not just remove the charge limit from reqium mods? theyre already uncommon and getting the ones you need can be a huge pain. just to have them get consumed when failing the order is kinda dumb. if your dead set on them being consumed why not make them get consumed on the correct order? at least that why we wont be wasting them as much. 

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1 hour ago, Koalachan said:

Thank you for the quick iterations.

Still hopefully awaiting a change in the unfortunate gameloop of finishing Liches with wrong Parazons to lead to them dying instead. And then them resurrecting to haunt us in future missions. As per the mechanics of undead liches in any lore everywhere. Current implementation is non sensical and feels bad and it would be dead easy to change it into sensical and feels good at no cost other than development time.

Thank you for listening.

This. I don't know if these patch notes are the right place to make suggestions like this, but I can at least +1 to the thought that liches would be a thousand times more engaging and satisfying to fight without the need to get suplexed to death in order to make progress. The lines the liches say/the whole concept of a lich doesn't really add up to what we ended up getting. I always thought the loop would be defeating them > them ranking them up so they come back stronger, etc. until you get the right requiem combination. I do wish those suplex animations were used some other way, they're too good to get rid of.

 

Also, I haven't figured out the math on it, yet, but this patch read like a huge buff for my Kuva Ogris but now it's doing slightly less damage? What is going on?

I hope the Ogris is better one of these days. My boy's been through a lot. Glad to see combo animations are being tinkered with, because both Gaia's Tragedy and Seismic Palm got butchered. Gaia's best combo (holding E) is completely gone, and Seismic Palm doesn't really have reliable palm AoE attacks anymore, which makes no sense.

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So lets say you have 7 krakens like me and no one wants to trade the 8th kraken you get for something else well you are #*!%ed and the chances of you getting duplicates is almost the same DE should have made it so you kill a lich and get say a bounty hunter badge or something and you could trade these badges for kuva weapons from Iron wake for example maybe even for the ephemera not flud trade chat with people selling the weapons for ungodly amounts of plat not to sound like a hater but the system was implemented very badly instead of having the same old crack a relic get a mod grind your face of to kill a lich and get trash they should have done something new

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1 hour ago, [DE]Megan said:

Fixed an issue where Larvling spawns were not working 100% of the time.

Hmmm.
Still not getting any new Larvlings after Vanquishing my latest Lich 2-3 days ago, been running exterminate & capture missions on Saturn and Sedna.
Alternating between planets & missions, as well as solo or public.
 

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DE serious question. As far as I can tell this is the first time DE added new items to the game (Kuva weapons) without a plat alternative. As a f2p game will we see that coming in the future?

At the moment we can buy pre-built zaws, kitguns & kdrives. We can buy any non-prime weapon from the market or Darvo and we can buy any non-prime frame from the market. Why can't I buy curated kuva weapons in the game?

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1 hour ago, [DE]Megan said:
  • Fixed a Lunaro bug where air attacks and combos were not working.

Thanks a lot for fixing the problem with melee in Lunaro.
One of the only big problems that is there right now would probably the ball behaving in a way that shouldn't be a thing. More specifically the ball bouncing off your own body when just throwing it.
 

Spoiler

 

 

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ok, you have fixed a lot of mistakes, but you still have a lot to fix, e.g. after 
putting the achwing on an open map, I can't take it off without drowning or by killing 

my character or the titani divata, it still doesn't work, you can't use it, etc. I keep my fingers crossed for you keep fixing.

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1 hour ago, [DE]Megan said:
  • Rapier: Vulpine Mask
    • Swapped the order of the first two attacks in the Neutral Combo (Assailant Guise). 

Hell no. I loved being able to choose between doing a full committed thrust as my neutral combo, or two quick ones while holding forward. This is kinda lame, as now I get to choose between starting my combo with either two quick thrusts or two quick thrusts.

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Good patch! I hope in the future holding the melee button will do continuous normal attacks instead of heavy attacks. At least then we'd be spared from carpel tunnel.

 

I was also really worried Blood Rush was getting nerfed when I read that part of the notes. Glad to see buffs to other mods instead.

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1 hour ago, [DE]Megan said:

The Old Blood: Hotfix 26.0.7

Stance & Weapon Changes: 

  • Wize Razor 
    • Second attack in Forward Combo (Cut Thrice)  is now free movement
    • The last attack in the Neutral Combo (Threshing Grain) is now the first attack, damage multipliers and combo points adjusted accordingly
    • The last attack in the Tactical Forward Combo (Calling Thunder) is now the first attack with increased gap closing movement, damage multipliers and combo points adjusted accordingly.

This change is freaking amazing! I will admit, I didn't care for Tatsu before (never tried it pre-Update 26) as I felt it was just too clunky. Now? It's so smooth! This was a really good shift.

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1 hour ago, [DE]Megan said:

The Old Blood: Hotfix 26.0.7

Kuva Lich Changes & Fixes

We are several Hotfixes into ‘The Old Blood’, and we’ve got a sizeable amount of tweaks to add to the pile:

Converted Lich Trading is here: If you have a Converted Kuva Lich, you may trade them with another player who may be looking for a specific Kuva Lich Weapon or Ephemera. This system includes the use of a brand new Dojo Room inspired by the early ‘War Room’ design from the King Pin System! Liches can only be traded once - you cannot re-trade a Converted Lich past one person! 

The Crimson Branch: This room serves the purpose of trading Converted Kuva Liches, and will scale up to future entries in the system with other factions! 

Back-to-back Duplicates - Your Kuva Lich will no longer have the same weapon twice in a row. While you may get a duplicated weapon down the road, your Kuva Lich will have a guaranteed different weapon than its immediate predecessor.

RECYCLE YOUR REQUIEM - 4 Defiled Requiem Mods can now be Transmuted into a random, fully charged, Requiem Mod. This gives them some additional use, as well as helping you clean up your Inventory.

 

  • Void Fissure Missions will now appear on all Kuva Fortress nodes! Previously, only Rescue/Survival missions on the Kuva Fortress were eligible due to other missions having an Archwing restriction; now the whole Fortress is eligible! 
  • A bug now turned feature; Ephemera’s obtained from a Kuva Lich can now be equipped on Sentinels and Companions! For FX sake, this will be a slightly subdued version of the selected Ephemera. Non-Lich Ephemera functionally is in the works! 
  • Increased the chance of your Kuva Lich to have an Ephemera from 5% to 10%. Newly birthed Liches will have the 10% chance, while existing Liches will still be at 5%. Old Liches that are traded and "reactivated" will also be at 5%.
  • Added new Parazon finishers for you to stabby stab the baddies with! 
  • Added a Kuva Lich icon beside Star Chart regions/nodes that are under the influence of your Kuva Lich to address color blind concerns regarding the ‘Kuva Stain’.
  • Increased the base damage (before elemental bonus) of the Kuva Ogris from 454 to 714.
  • Grineer Prosecutors will no longer spawn as Thralls, as they were essentially invincible to everything except area-of-effect abilities.
  • Ghoul Expired will no longer spawn as a Thrall due to their suicide death mechanic. 
  • Removed Pigments from the list of eligible items the Kuva Lich can Tax.
  • Removed rewards obtained specifically from completing a Junction from the list of eligible items the Kuva Lich can Tax.
  • Reduced the camera shake of the Kuva Ayanga explosions.
  • Fixed Kuva Lich weapons that do damage on both impact and explosion (Kuva Ogris, Kuva Ayanga, etc) doing significantly less overall damage than expected. This was due to the Elemental bonus only being applied to the "on impact" of the projectile itself and not the explosion.
  • Fixed Kuva Siphon/Flood Rescue missions not giving out a Requiem Relic at End Of Mission if you completed the mission without setting off the alarms.
  • Fixed Kuva Siphon/Flood Spy missions not giving rewards for cracking the Spy vaults.
  • Converted Kuva Lich allies will no longer spawn in Archwing missions, as they ignore the complete lack of oxygen and requirements needed to fly. As reported here: https://www.reddit.com/r/Warframe/comments/dv6ofx/til_kuva_lichs_can_help_on_archwing_missions/  
  • Fixed no Kuva Lich being born if sentient Umbra performs a Mercy on the Larvling.
  • Fixed no Kuva Lich being born if Mirage’s Hall of Mirrors or Wukong’s Wuclone downs the Larvling and you perform a Mercy.
  • Fixed no Kuva Lich being born if you perform a stealth Mercy on a Larvling.
  • Fixed the Kuva Lich momentarily shrinking when attacking Hydroid in his Undertow.
  • Fixed the Kuva Lich becoming allied until downed when the effects of Revenants Enthrall ability expire. 
  • Another fix for Ayatan Statues Taxed by the Kuva Lich not showing up with the rest of the Recovered items in the End of Mission screen.
  • Fixed getting duplicate and/or invisible Kuva Liches after a Host migration occurs.
  • Fixed an issue where ‘Paranoid’ Liches would kill players even after being Converted: https://old.reddit.com/r/Warframe/comments/dsx2yt/so_my_converted_lich_decided_to_help_me_with_my/
  • Fixed Client throws occurring in the wrong direction. 
  • Fixed an issue where Larvling spawns were not working 100% of the time.
  • Fixed an issue where Kuva Lich weapons were not properly localizing. This fixes future occurrences of this bug, not existing cases. 
  • Fixed a crash that would occur if you opened up your Inbox while the Kuva Lich was in a downed state, ready to be Vanquished or Converted. 
  • Fixed a rare game hang if you somehow managed to use the Parazon on two Kuva Liches in one mission.
  • Fixed Kuva Lich ability descriptions excluding Damage type icons.
  • Fixed losing the Kuva Lich symbol icon when renaming it.
  • Fixed a script error that could occur after Vanquishing your Kuva Lich.
  • Tweaked the sound of the Kuva Karak. 


Melee Phase 2: Technique Changes & Fixes
While most of our previous Hotfixes have focused on base functionality and bug fixes of Melee: Phase 2, this Hotfix takes a stab at some balancing in the wake of all the changes. This Hotfix also adjusts some Stances based on feedback. 

Overall Changes:

 

  • UI: Split ‘HEAVY ATTACK’ Stats into their own category to better organize the various stats associated with all Melee Weapons. 
  • ‘Hold Melee’ will now perform heavy attack like it did before Phase 2.
  • Removed Combo Hit Multiplier with Glaive's hit damage. Only explosive damage will use the Combo Multiplier. 
  • Madurai Rising Blast can now be held vs tapped for either a charged or uncharged shot.

Mod Changes:
The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier.

  • True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. 
  • Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. 

Stance & Weapon Changes: 

  • Crimson Dervish:
    • Fixed Crimson Dervish not having it’s sliding heavy attack hooked up.
    • Increased the damage and combo-point value of Crimson Dervish's Neutral (Twisting Flurry) and Forward+Block (Coiling Impale) combos
  • Gun Blade:
    • Added a free movement shooting attack to the first move in the Forward Combo for High Noon (Vagabond Blitz) and Bullet Dance (Magnum Mamba).
    • The Heavy Attack shot is no longer free movement (the wind up remains free movement). 
  • High Noon
    • Neutral Combo (Desperado Zeal) is now Tactical Forward Combo (Final Showdown), and vice versa.
    • Switched the order of the two Tactical Forward attacks and increased the forward distance of the first attack
  • Bullet Dance
    • Moved the first attack of the Neutral Combo (Samba Slash) to the end of the combo chain. 
    • Bullet Dance - Neutral Combo (Samba Slash)  is now Neutral Block (Automatic Rhumba) and vice versa.
  • Rapier: Vulpine Mask
    • Swapped the order of the first two attacks in the Neutral Combo (Assailant Guise). 
  • Nunchaku Stance: Atlantis Vulcan
    • Decreased the forward movement of the first attack in the Tactical Forward Combo (Blazing Vortex) and increased it in the second.
  • Wize Razor 
    • Second attack in Forward Combo (Cut Thrice)  is now free movement
    • The last attack in the Neutral Combo (Threshing Grain) is now the first attack, damage multipliers and combo points adjusted accordingly
    • The last attack in the Tactical Forward Combo (Calling Thunder) is now the first attack with increased gap closing movement, damage multipliers and combo points adjusted accordingly.
  • Dark Split Sword Heavy Blade
    • increased Critical Chance from 10% to 15%
    • increased Puncture Damage from 68 to 78
  • Zenistar
    • Combo Multiplier applied to disc recall explosion.

Fixes: 

  • Fixed Blood Rush / Weeping Wounds resetting when using a normal attack on Gunblades.
  • Fixed Exodia Valor considering every target to be Lifted whether they actually are or not. 
  • Fixed Zenurik Inner Might not applying correctly. 


Launcher Area-Of-Effect Change:
Area-of-effect Damage is now a separate stat with its own header in the Arsenal (plus everyone else that stats are shown), and AOE damage radius is now also displayed. Previously, AOE damage values were merged with regular on hit damage values. 


Changes:

  • Tweaked the density of Ember’s Ability FX on nearby hits. 

Fixes:

  • Fixed Requiem Relics not counting towards "Unlock Relics" Nightwave Acts.
  • Fixed ‘Blood for Ammo’ not working if you don’t have both a Primary and Secondary weapon equipped.
  • Fixed another case of the Vasca Curative not working/curing infected Kavats
  • Fixes towards Ayatan Stars and other pickups that can’t be vacuumed launching themselves into unreachable corners. 
  • Fixed having to be very close to initiate your Archwing Melee lock on mechanic. 
  • Fixed missing hit notification sounds on the Acceltra. 
  • Fixed an erroneous [PH] on Dojo Fast Travel. 
  • Fixed issues with enemy navigation in the Grineer Galleon. 
  • Fixed overlapping music at end-mission. 
  • Fixed a game hang when throwing any fishing Spear leading to inputs not working for several seconds. 
  • Fixed various missing localizations. 
  • Fixed a Lunaro bug where air attacks and combos were not working. 
  • Fixed Ukrainian text missing in many cases. 
  • Fixed some Amalgam enemies dropping Resources that looked like Mods. 
  • Fixed an issue where the Corpus hacking mini-game would lock up if another player starts it right while you finish. 
  • Fixed an issue where you would be unable to use Corpus Hack Panels. 
  • Fixed AI struggling to navigate in Grineer Spy mission tilesets.
  • Fixed a script error that could occur with Ember’s Fireball. 
  • Fixed a script error that could occur with Gauss’ Thermal Sunder. 
  • Fixed missing Localizations across the game. 
  • Fixed cases where the Sari Syandana was covering UI menus.
  • Fixed Teshin missing a description for his Conclave Loadout Slot.
  • Fixed the Polarize screen not displaying the correct max rank of weapons that go over 30 (Paracesis, Kuva weapons, etc).
  • Fixed waypoints pointing you towards dead ends in Corpus Archwing missions.
  • Fixed a Kitgun Riven Disposition always displaying 3/5, even if the Riven disposition itself is lower than that.
  • Fixed some UI screens not applying your chosen UI theme border color.  
  • Fixed weapons requiring Health to reload to only partially reload if you don't have enough Health for a full reload.
  • Fixed inability to rename your weapon if you don’t own a max rank Kitgun.
  • More fixes towards Infested Corpus ship doors clipping into other rooms.
  • Fixed terrain clipping into the Orb Vallis Spaceport building. As reported here: https://old.reddit.com/r/Warframe/comments/dw3ojs/found_a_weird_panel_sticking_out_at_the_top/
  • Fixed a level hole in the Corpus Ice Planet tileset. As reported here: https://old.reddit.com/r/Warframe/comments/dw3wim/found_a_hole_on_europa/
  • Fixed Vasca Kavat Floof description reading Orb Vallis instead of Plains of Eidolon.
  • Fixed inability to see what players are selling in Maroo’s Bazaar. 
  • Fixed weapons above Rank 30 (Paracesis, etc) not maintaining their Rank if a Host migration occurs. This also fixes some Mods being ignored due to Mod capacity being in excess of the standard 30 Ranks.
  • Fixed gaining Melee Combo when you have a ‘Chance to not gain combo’ Riven that is over 100%. 
  • Fixed Archwing enemy UI markers stacking in doorways.

Hi i still cant kill my kuva lich, i have  been stuck on it since the second day of launch, i have now vanquished it over 40 times without him ever dying, he just comes back after the mission is over like nothing happenend, im now running out of kuva missions overall and the support wont help. i dont know what to do anymore

 

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  • ‘Hold Melee’ will now perform heavy attack like it did before Phase 2.

Please revert this back the way it was or make it an option.  I can not play the game now with this change.  I just randomly lose my entire combo counter every few minutes because I accidentally held my mouse button a millisecond too long.  Melee feels terrible now. 

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Duration on Zenistar disc still needs to be increased to at least 30 seconds as a base, perhaps reduce combo effect on duration. 

Bringing back "Hold E" is much appreciated, but it probably should have been an option instead, as some players likely do not like that mechanic.

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29 minutes ago, IamLoco said:

The Slash part makes the weapons completely different.

The tonkor is way stronger now. The blast damage is reduced TO 30% (ish) but it adds a lot of slash, which kills enemies reliably.

But it´s still not a good way to communicate it - and the weapon performs totally different than before.

1. *puncture not impact

2. Agreed, except that DE has a liking for ruining pure elemental weapons in their spare time 

And since it used to split stats it’s a lot clearer than it was already

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1 hour ago, [DE]Megan said:

Mod Changes:
The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier.

  • True Steel increased from 60% to 120% Critical Chance (x2 for Heavy Attack) at Max Rank. 
  • Sacrificial Steel increased from 88% to 220% Crit Chance (x2 for Heavy Attack) at Max Rank. 

This is a nice change, can you guys apply the same to True punishment and maiming strike?

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27 minutes ago, Xx_AngelofDeath_xX said:

Looks like you don't use the ohma, thing is op with the range buff kills lvl 150+ with the chain lightning in a few hits. Buffing a sub par slide attack wouldn't do much to an already op weapon

It’s not the weapon, it’s the playstyle.

The chain lightning is a purely visual effect.

Besides I’m just looking at the whips and laughing, so maiming Strike ohmas weren’t the only use for that mod, Ohma god.

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