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Rising Tide: Update 26.1


[DE]Megan

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Posted

Alright, so.

During devstream earlier, within the Sentient tileset exterminate segment Pyrana's Prime special perk (i.e. AkPyrana) was practically a dead weight.
You probably know why, Sentient do not have "headshots enabled".
Can i ask you to give this a good thought, because it seems like it might be completely under your radar as some potential overlook?
Consider alternative weakpoints to act like headshots and/or headshot perks/mods trigger.
You even have an extremely potent weapon fully build around headshot gimmick (Knell, Arca Scisco to a lesser degree), but i cannot stress enough how bad of an experience running it can be, let alone when it becomes a dead weight (again) as one of your loadout weapons, because it ceased to work.


Edit: disabled headshots are not exclusive to Sentients only btw, i don't mind if you have some enemies with disabled HS multiplier, but not HS itself as an action.


 

Posted
9 minutes ago, [DE]Megan said:

Fixed being able to Synthesis Scan more than than the maximum number of Scans required per target. 

I'm sorry WHAT

 

Posted
vor 8 Minuten schrieb [DE]Megan:

with a cooldown of 3 seconds to prevent spamming

Which is missing the point entirely, there is nothing to do in the open world areas between bounty objectives, mining nodes or animal capture points. There is no reason to nerf blink at all other than making traversing the plains more tedious.

Posted

The new blink is only 25% farther than the modded blink and the cooldown is longer than it takes to regen the energy for a blink.with energizing dash. Reducing it to the 2 seconds that took is the least you can do if you really have to force this system on people.

It also doesn't fix the "problem" of itzal being the only archwing people use for open worlds at all. Itzal is still the fastest archwing and the length of the cooldown makes that extra speed matter a lot more.

 

The kuva drops are also insultingly low, 900 kuva for the ~2 hours you spend hunting liches is nothing. Even if you end up getting 4x that from other peoples liches that's ~1.5 rolls.

Posted
11 minutes ago, [DE]Megan said:

Fixed Atlas, Frost, Valkyr, Nidus, and Oberon's left arm bending in an unsettling way when holding the Opticor with their Noble Animation Sets equipped.

If this is the same Saryn and Hydroid suffered, I dread for my animation sets.

Posted

Melee Changes & Fixes:
Critical Chance On Rivens
We recently increased the stats of the ‘Steel’ Category of Melee Mods (True Steel, Sacrificial Steel). We are now doing this for Rivens among other Mods to bring them up! 

  • Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
  • Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
  • True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.

 

 

What about slide CC? Why get +100% slide CC when now we can roll the same riven to get +200% cc on every attack including slides?

Just when I thought my slide CC rivens couldn't become anymore worthless than they already are.

 

Posted
7 minutes ago, [DE]Megan said:

Archwing Flight & Itzal Changes:

Blink has become a universal ability for all Archwings! Your ‘Roll’ binding in Archwing triggers its new Blink mechanic that Blink mechanic that propels over 2x the distance of original Blink (but can't be increased by Mods), with a cooldown of 3 seconds to prevent spamming - but at no Energy cost to you! Adding to the mix, we’ve changed how Afterburner is triggered to allow for simultaneous upward movement during its burn. Previously, the default Afterburner was to hold Shift to Sprint and Space Bar to initiate Afterburner. Now, holding Shift to Sprint and W will trigger the Afterburner once you get some momentum going. This new method may feel weird at first, and we’ll be watching for feedback as we continue to polish for a fluid flight experience.

Thank you for those changes and especially for the improved flight controls that aren't mentioned in the update notes.

Posted
14 минут назад, [DE]Megan сказал:

The Drops are: Rank 1: 150, Rank 2:  200, Rank 3: 250, Rank 4: 300.

Called it! Bloody called it! Just checked, it's even less than I thought. Oh how very generous of you.

 

Posted
14 minutes ago, [DE]Megan said:

Critical Chance On Rivens
We recently increased the stats of the ‘Steel’ Category of Melee Mods (True Steel, Sacrificial Steel). We are now doing this for Rivens among other Mods to bring them up! 

  • Doubled the amount of Critical Chance on Melee Rivens and gave the Critical Chance 2x for Heavy Melee.
  • Amalgam Ripkas changed to 187% Critical Chance (x2 for Heavy Attacks).
  • True Punishment changed to 100% Additional Combo Count Chance, -50% Combo Duration.

What about the other mod with CC? Maiming strike just became 2x less usable than it was before this, not even gonna mention how its previous version was a disaster in the 1st place. That mod should have had changed entirely.

Posted

I'm glad there's more Lich changes! But honestly, still not having a way to rank them up without getting insta-killed by them is kind of a shame. I don't really get this change. I was hoping we'd get a way to kill/defeat them without mods so they'd come back with a higher rank. I hope we at least get murmur progress from making them flee, otherwise, there's no reason not to get insta-killed by them (which is not exactly fun). Please bring back shared murmur progress, too, even if you have to cap it to a few lich(es) per mission.

Edit: Thanks for the Defiled Snapdragon changes! Feeling good with my Mios again.

Posted

Hard to see why I can't build the dry docks here:

iZlwIPQ.jpg

K8nslH5.jpg

:( needs a straight connector even on these cross section rooms

 

Edit:

Godrays from this illumination point in scary room:

7W3mNZM.jpg

kuGpHIO.jpg

Posted
Just now, Xardis said:

What about all other mods with CC? Maiming strike just became 2x less usable than it was before this, not even gonna mention how its previous version was a disaster in the 1st place. That mod should have had changed entirely.

 

Posted

People won't like the changes to blink, that's for sure.

Maybe it would be cool to allow blink to be used once without energy consumption every 3 seconds?  Then allow energy consumption for blink if used immediately after.
Eidolon hunters are going to be upset for sure if they can't spam it back to the lake from halfway across the plains.

Posted

Just as a small point, we have between 330 and 350 different resources in the game.

330 to 350 different resources.

And that's if I haven't missed any.

Several only do one thing, or are used to make alternate versions of itself.

Could we please use these resources, and have actual uses for them, rather than keep adding more.

Posted

Blink was good because you could spam it to cover great distances, much greater than 2x distance of default Blink.  Please reconsider this change, or put content between points A and B that we would normally breeze through with Blink because we know that there is no content between points A and B. This cooldown is ridiculous, and you know it, too. 

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