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The Old Blood: Prime Vault 26.0.8 + 26.0.8.1


[DE]Megan

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Thanks, but:

Please do something to the lich killing mechanism... If somebody does not want to kill his lich, as he has just finished getting all the murmur (and the rage level of the lich would go down, and would have to farm it back) then don't make him selfish for not killing it and thus other's lich won't spawn.

The question of being stupid or selfish should not be available, and only you can fix it, as you created it.

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Disappointing hotfix...to say the least.

I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so I'll assume they haven't been fixed. 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 as myself. 

Bugs: 

- Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than a month.

- Baruuk's Desolate Hands' orbiting daggers will target and kill 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.
 
- 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. 

- Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill, even if the Talons were previously "equipped".

- Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.


Balance / Gameplay-related Issues and Concerns: 

- A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Make them a summonable ally via a deployable beacon.

- Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator. I'm guessing this was introduced to provide "challenge" for whiny, entitled try-hards and "veterans". This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

- Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing and it is largely responsible for increased player friction. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

- Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's inconsistent with how all other mods work.

- Duplicate Kuva weapons are a bad thing and this needs to be properly addressed. When generating a Lich nemesis for a player, the game could do one of two things. The first would be to check for existing Kuva weapons in the player's inventory and only equip the Lich with a random weapon that the player does NOT have. This would to prevent instances of players winding up with duplicate Kuva weapons. If the player has all the Kuva weapons that are available, the game is allowed to generate a random Kuva weapon for the Lich nemesis. There's still a bit of grind and randomness involved to get the weapon you want, but as stated earlier, at least there's no chance of getting a duplicate weapon. Another idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. The second solution gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

- Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

- Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

- There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

- Mercy Kills on anything but Lich nemesis enemies are largely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

- Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

- Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. 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 was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

- Zenistar's default timer for having the disc out is still too low. No, the time should not be based on combos.

  
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 Walk 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 Rifted 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 regular Alerts for players that either can't or don't want to deal with Nightwave. 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. 


Thanks for reading.

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15 minutes ago, [DE]Megan said:

Changes:
While not in this Hotfix, we have more changes coming for Critical stats on Rivens, Amalgam Ripkas, and True Punishment. Our audits continue! 

  • Clarified Melee Rivens that have the negative attribute of ‘Chance to not gain combo counter’ by replacing that line with ‘Additional Combo Count Chance’ that is seen on other Mods.

Awwww. Won't get any gems like this anymore: 

Spoiler

wzoRogyTxzE.jpg

Also, I sure hope you're working on a toggle for "charged" heavy attacks. I forced myself to grind up Zenurik just to lose only 40% of my combo counter instead of 100% but it doesn't cut it, to be frank.

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Put a way in kuva to cancel the target by paying around 5k kuva. The Farm of a completely random weapon that we have no interest in is completely tiring, even though it has this way of not repeating twice in a row, which honestly hasn't helped much because I already got Quartakk-Ogris-Karak-Quartakk and so on.

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The Lich system would be much better if the Liches had a chance to appear in regular missions like Stalker, Grustrag, Syndicate Assassins, etc. That way we can do other things than just thrall hunt. For example, farm relics, complete syndicate missions, etc. The trade off would be that progress would be much slower to convert/vanquish a Lich.

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11 minutes ago, [DE]Megan said:

The Old Blood: Hotfix 26.0.8

 

  • Fixed Kuva Lich Ephemera’s appear too subtle or sometimes not at all. This also fixes some Lich Ephemera’s not able to be equipped on some Companions. We’ll continue to tweak where needed!


Pre fix how it looked on my chroma and the lich i got it from
unknown.png?width=986&height=632

 

after the fix my chroma looks exactly the same 😭
unknown.png?width=986&height=632

and it still nearly not visible on darker tones

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New melee system is overall great. But Excalibur is now left with only one useful ability. The whole concept of exalted melee feels outdated honestly.
So, here's some ideas on how to improve Excalibur's kit.

[Slash Dash]
If used on enemy, dash speed is greatly increased. Enemies hit by Slash Dash become briefly opened to finishers (for 1-2 seconds). Number of targets that can be hit by single ability use is limited to 1, but in next 2-3 seconds the ability can be used again with lower energy cost. Every hit increases combo counter by 1 point (2 with augment), so you'll need 12 consecutive dashes (6 with augment) to build it fro zero to max.

[Radial Blind/Radial Howl]
No changes needed. Maybe remove a boom sound that happens during Umbra's howl, I find it pretty annoying.

[Radial Javelin]
The damage of this ability should be equal to player's heavy attack damage value and benefit from combo counter (and consume it on ability use). Life Strike also works! If Radial Javelin is casted in the air, Excalibur performs a directional ground slam (so the end of the cast always happens on the ground and its animation makes sense now). Single ability use now costs 50 energy, but tapping the button once more consumes additional 25 energy and pulls affected enemies towards the player.

[Exalted Blade]
Exalted Blade receives Garuda's claws treatment. If player doesn't have a melee weapon equipped, activating this ability will make Excalibur draw his Exalted Blade (just like he does now). If player has a melee weapon equipped, activating this ability will increase equipped melee weapon damage, speed, range and also add wave projectiles to swords and nikanas. Chromatic Blade augment now adds elemental damage without replacing IPS.

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16 minutes ago, Voltage said:

Will we see changes to Maiming Strike and Critical Chance on Slide attack stats on Riven Mods? I hope "Critical stats" includes both base Critical Chance and Critical Chance on Slide Attacks. Maiming Strike and it's Riven counterpart are very bad right now and not worth a slot.

Meme strike should just be 100% chance on slide to increase crit level by 3/a vigilante set like effect. Rivens then just having the chance for it to proc range change depending on dispo.

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The appearance of Nikana Zaws are completely broken in the arsenal and in mission.

It has been this way for as long as I've owned one.

Also, please add the ability to customize the blade separately from the sheath for all Nikanas, standard or zaw variants.

P.S. - Heavy attacks being triggered by secondary fire is more than sufficient.

Thank you for your consideration.

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