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The Old Blood: Hotfix 26.0.7


[DE]Megan

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16 hours ago, [DE]Megan said:
  • 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. 

 

How about True punishment?

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23 minutes ago, Skaleek said:

Yes, i've recommended this a bunch of times! Forced slash proc sounds so "maiming strike"-y amirite?

And what's wrong with that? In my opinion, spin 2 win wasn't bad and I liked it because of the effectiveness. Yes, it was the meta and it did make every other melee build obsolete, but it still shouldn't be removed from the game. The devs have made every type of melee fun and effective to use with the recent changes so I don't really see why it should be completely removed?

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1 minute ago, Delacroixz said:

And what's wrong with that? In my opinion, spin 2 win wasn't bad and I liked it because of the effectiveness. Yes, it was the meta and it did make every other melee build obsolete, but it still shouldn't be removed from the game. The devs have made every type of melee fun and effective to use with the recent changes so I don't really see why it should be completely removed?

Having spin force a slash proc would be really good for priming a group of enemies in our current Condition overload meta.

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6 minutes ago, Delacroixz said:

Everything here is nice and all, but what about Primed Pressure Point feeling obsolete and being replaced by Condition Overload, which works as a better Primed Pressure Point. What was the reasoning behind making it obsolete?

it is, but not really
Primed pressure point is still useful for enemies that are immune to status proc.....and almost every enemy below lvl 100

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3 minutes ago, SpiritForger said:

Amalgam Organ Shatter doesn work in Exalted weaponds because they use to not have a heavy attack. Pls fix.

 

Wait hold on. Why would you use amalgam organ shatter in an exalted weapon if the don't have a heavy attack?

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18 hours 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. 

I like this change, but it seams Riven mods with crit chance is unaffected by the "non-combo counter" crit chance mod buff and are still using the old "melee mods have low crit chance compared to primary/secondary crit mods" ideology.

I can see some concern about how high the total crit chance will get, but im also worried that the current iteration makes crit chance an(other) unwanted reroll stat since you'll probably get more benefit from critical damage or just base damage/elements when they dont add as much compared to the normal mods. Guess we'll see for now.

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19 hours ago, [DE]Megan said:

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! 

I've said this once, I'll say it again...  If I wanted to play a king pin system, I would be playing Mafia Wars, not Warframe.  How 'bout turning that trading post that could've been done as a console instead of a room and making it a bloody prison system because that war room looks more like a Prison in a comic book.  

Or better yet, let's add one more...  How 'bout a curing system like the Helmith in the medical bay so that we can't get that crap on a warframe that accidentally does the wrong thing in performing a "mercy" in the heat of a moment.  That way we can choose whether or not we want do to the insane grind at our convenience, not at the draconian and arbitrary way you decided at throwing it at us....

...you know like the Space AIDS you inflicted on us back when Nidus was created.  

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19 hours ago, AuroraSonicBoom said:

This does barely anything. While trading might alleviate the MR RNG issue, not having any control over the weapon(yeah, sorry, a roll out of 12 instead of 13 doesn't make a difference) will deter me from having fun with the mode. Put yourself in the shoes of someone who wants to go for a weapon and has to spend 2 hours grinding out a "dud" they don't want, multiple times in a row. Does this sound like you'll have fun working towards something?

^ This

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the changes to true steel and sacrificial steel still don't address the problem. they used to apply to the blood rush calculation and now they don't. Even with blood rush nerfed so horribly, it still provides more of a benefit than true or sacrificial steel. Why not just reduce the crit chance mods to their normal value but have them count for the blood rush calculation like they used to? that way it allows weapons with low base crit chance to still be useful with blood rush, at the cost of using a mod slot on true/sacrificial steel.  Blood rush is already much weaker than it was before. This still means melee rivens with the crit chance stat are pretty worthless now. 

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19 hours 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. 

These mods did not need a buff in the slightest. A nerf to blood rush is what was needed and done already, it was a 165% now it's 65% that's a good thing.

I believe one thing DE missed is the fact that the 220% from Sacrificial steel is also buffed up to 275% with Sacrificial pressure. With just these 2 mods the Dakra prime reaches 135% crit, that's incredibly strong., this is indirectly making anything but a crit build obsolete

A weapon with a 8% crit can be buffed to 30% with this change, I'd reccomend reverting this chance or atleast changing the numbers to be a little less impactful, seeing as the purpose of this change was to make these mods no longer obsolete, this is indirectly making anything but a crit build obsolete.

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1 hour ago, Shaderox said:

I like this change, but it seams Riven mods with crit chance is unaffected by the "non-combo counter" crit chance mod buff and are still using the old "melee mods have low crit chance compared to primary/secondary crit mods" ideology.

I can see some concern about how high the total crit chance will get, but im also worried that the current iteration makes crit chance an(other) unwanted reroll stat since you'll probably get more benefit from critical damage or just base damage/elements when they dont add as much compared to the normal mods. Guess we'll see for now.

yeah this is precisely my problem with this as well. melee crit chance is just another trash statistic to add onto all the others. If they thought crit chances were getting too high and so decided to nerf blood rush by almost 2/3rds, fine. But making blood rush not take crit chance mods into account just overdid the whole thing.  I'd rather they further nerf blood rush and once again make true steel and sacrificial steel work like before. 

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20 hours 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 the weapon acquired from 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 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.

I still don't understand if full melee is different from dual wielding or normal wielding. I tried the cerata and the stats seems to work only for full melee(holding the melee button).

The Alt fire explosion is still unusable when  Ivara navigator is active.

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