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Rising Tide: Hotfix 26.1.2


[DE]Megan

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hace 3 horas, Senguash dijo:

Agradecimentos para a correcção!

Ainda esperando por uma maneira de jogar liches em esquadrões premade. Atualmente você precisa rng os mesmos nós como seus amigos para que seja funcional e que é muito inconveniente.

Ainda esperando chance de crítico em ataque slide para ser levado até um nível de potência razoável.

Sacrificial Aço = 220
CC sobre rivens = 180
Mutilar Greve = 150
corrediça CC sobre rivens = 90

O primeiro 2 aplica-se a todos os ataques e recebe 2x em ataques pesados.

Os últimos 2 obriga a deslizar exclusivamente.

Isso não faz sentido.

that would only leave melee broken .... and is already possible slide with very critical ....

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2 hours ago, MirageKnight said:

 

Great - that makes way more sense!

 

Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so 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".

- Kuva Floods still do not reward Requiem Relics all the time.

- 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. 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.

- As the Rising Tides has painfully pointed out, Dojo planning and assembly can be really frustrating, especially when trying to accommodate something as massive as the Dry Dock that extends vertically.

- 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 and Thralls 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.

Majority of the things you suggested I disagree with. If you're having trouble with other players getting all the kills for you, you should start playing solo instead. 

With that being said, DE instead of nerfing warframe abilities to boredom, it would be nice if players will be able to tick boxes on what frames they want to avoid before the session starts. Thanks! 

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3 hours ago, [DE]Megan said:

Fixed Cubic Diodes and Carbide Resources not dropping 50% of the time. For further clarification, *abilities that increase loot drops do not apply to these Resource drop type: Cubic Diodes and Carbides have a 100% chance to roll the table for a 50% chance, can't boost that 100% any further!

Every time you kill any enemy the game has a 100% chance to roll it's loot table.  Stop making things up to hide nerfs.

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3 hours ago, [DE]Megan said:
  • Fixed Cubic Diodes and Carbide Resources not dropping 50% of the time. For further clarification, *abilities that increase loot drops do not apply to these Resource drop type: Cubic Diodes and Carbides have a 100% chance to roll the table for a 50% chance, can't boost that 100% any further!
  •  

So someday we're going to have resources unaffected by Drop Booster? That sucks.

Well at least it's 50% chance.

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3 hours ago, Senguash said:

Thanks for the hotfix!

Still hoping for a way to play liches in premade squads. Currently you need to rng the same nodes as your friends for it to be functional and that's far too inconvenient.

Still hoping for critical chance on slide attack to be brought up to a reasonable power level.

Sacrificial Steel = 220
CC on rivens = 180
Maiming Strike = 150
Slide CC on rivens = 90

The first 2 applies on all attacks and gets 2x on heavy attacks.

The latter 2 forces you to slide exclusively.

This makes no sense.

Realistically Maiming Strike should be brought up to 300+ %. I know they wanted to kill spin-to-win, and they kind of did, but there are plenty of other ways to break the game. Know what i did when Maiming Strike was nerfed to utter S#&$? Went to my Condition Overload Zaw instead. So instead of 'cheating' and slide killing everything in 2 seconds, now i spin rapidly and kill everything in 2 seconds. It was literally just taking away a gameplay option because you didn't like it, not to balance anything.

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Just now, Ceanmunt said:

Realistically Maiming Strike should be brought up to 300+ %. I know they wanted to kill spin-to-win, and they kind of did, but there are plenty of other ways to break the game. Know what i did when Maiming Strike was nerfed to utter S#&$? Went to my Condition Overload Zaw instead. So instead of 'cheating' and slide killing everything in 2 seconds, now i spin rapidly and kill everything in 2 seconds. It was literally just taking away a gameplay option because you didn't like it, not to balance anything.

Baruuk 2,000,000 damage *cough cough*

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3 hours ago, MirageKnight said:

- 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.

A LOT of people are looking for grendel groups in the chat, just find one. Also the quests are far from hard. They are slow because it takes more time to kill stuff, but its not hard at all...also you are wrong about mods. You CAN use augment mods to boost your skill (little hint, frames with buffing abilities like ember and volt are really good, mix 4 of them and you get the same result as having mods in your weapons).

DE finally saved us from the grindy RNG of dupe parts...

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3 hours ago, [DE]Megan said:

Fixed Cubic Diodes and Carbide Resources not dropping 50% of the time. For further clarification, *abilities that increase loot drops do not apply to these Resource drop type: Cubic Diodes and Carbides have a 100% chance to roll the table for a 50% chance, can't boost that 100% any further!

This sets a bad precedent. Will we be seeing more resources in the future that can only have their acquisition accelerated by RMT means? If so, that is disturbingly close to being Pay-2-Win.

Either make nothing (including boosters) affect the drop rate, or allow everything (including loot frames) to affect the drop rate. Anything else is unfair.

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Still no fix for most melee combos locking your movement and momentum isn't working.

staticor is still firing on one hand instead of both hands.

Sword and shield's shields are being holstered too high despite using final harbinger.

Before chimera update:

koQE7oR.jpg

now:

DzgfwBv.jpg

 

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32 minutes ago, GrimKonstantin said:

Still no fix on the inability to rotate rooms in the dojo room selector screen before placing them for contributions, this makes elbow connectors and T-halls worthless, and the Dry dock itself nearly impossible to place.

Are you sure about that? It might not show that it's rotating cus it's so huge, but it definitely did for me. It's two clicks of the rotate button to place it on the center door.

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2 hours ago, Cubewano said:

It brushes off the issue which is a poor co-op balance scheme in a co-op game, and no that isn't just the natural state of online games, games can be multiplayer and have enough balance for that multiplayer to function well for all parties, Warframe used to have a part of that even until about several years ago when they seemingly stopped caring about balance and leaned hard into power creep. It's purely a lack of maintaining balance issue, it also has nothing to do with having the same experience everytime, and if anything adding to more experiences to pick from. Having more opportunities for people to be allowed to engage and play with whatever tools they choose allows for more experiences than having a single player able to fully eclipse an entire groups experience on whim. 

Saryn/Equinox being used for ESO/Defense isn't a problem unless those are the only missions someone chooses to do.

-Exterminate type missions favor speed above aoe, as high move speed+attack speed will get you more kills than Saryn/Mesa/Equinox can.

-Mobile Defense type missions typically have enemies scattered from 2-3 different directions, and unless you're afking on the objective you can easily get half to a third of all the kills when you know where enemies spawn on any given tile.

-Survival type missions, this isn't much different than Mobile Defense, once you know how enemies respawn, you can just kill them before a Saryn can even get spores going, a Mesa needs to be able to see them to target them too, and many tiles don't just have wide open maps.

-Excavations typically don't favor Saryn/Equinox/Mesa due to how quickly the objectives die even from enemies further away, especially in cases where enemies end up immune to their damage.

There are other mission types, but you get the point.

Warfame not supporting co-op has nothing at all to do with Saryn/Equinox/Mesa/Volt; as for most missions anyone with mods on a melee weapon and either moves quickly or knows how enemies spawn will invalidate 2-3 of their squad members for any mission that isn't Defense or ESO due to how the game is designed around just killing large amounts of enemies in a short period, or rushing an objective. This is why people complain about Ignis from time to time, or slide attack spammers; there's even people who complain about Frost or Limbo removing failure from defense/excavation missions as impossible to fail is another form of invalidating the squad.

Outside of ESO, I only use melee weapons and Warframes that support the play style or is useful to the mission type and I don't have issues with getting kills or "feeling useful" when a Saryn and co are present; such as max range+loot detection Limbo for syndicates, lower range Limbo for Excavation, Oberon for Defense Arb/Sortie, Mesa for Ambulas Sortie/Index, Oberon for Radiation Sorties and Oberon/Valk/Wu for general stuff, etc.

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4 minutes ago, Yamazuki said:

Saryn/Equinox being used for ESO/Defense isn't a problem unless those are the only missions someone chooses to do.

-Exterminate type missions favor speed above aoe, as high move speed+attack speed will get you more kills than Saryn/Mesa/Equinox can.

-Mobile Defense type missions typically have enemies scattered from 2-3 different directions, and unless you're afking on the objective you can easily get half to a third of all the kills when you know where enemies spawn on any given tile.

-Survival type missions, this isn't much different than Mobile Defense, once you know how enemies respawn, you can just kill them before a Saryn can even get spores going, a Mesa needs to be able to see them to target them too, and many tiles don't just have wide open maps.

-Excavations typically don't favor Saryn/Equinox/Mesa due to how quickly the objectives die even from enemies further away, especially in cases where enemies end up immune to their damage.

Warfame not supporting co-op has nothing at all to do with Saryn/Equinox/Mesa/Volt; as for most missions anyone with mods on a melee weapon and either moves quickly or knows how enemies spawn will invalidate 2-3 of their squad members for any mission that isn't Defense or ESO due to how the game is designed around just killing large amounts of enemies in a short period, or rushing an objective. This is why people complain about Ignis from time to time, or slide attack spammers; there's even people who complain about Frost or Limbo removing failure from defense/excavation missions as impossible to fail is another form of invalidating the squad.

Outside of ESO, I only use melee weapons and Warframes that support the play style or is useful to the mission type and I don't have issues with getting kills or "feeling useful" when a Saryn and co are present; such as max range+loot detection Limbo for syndicates, lower range Limbo for Excavation, Oberon for Defense Arb/Sortie, Mesa for Ambulas Sortie/Index, Oberon for Radiation Sorties and Oberon/Valk/Wu for general stuff, etc.

i want recordings of you achieving each these feats as non-aoe frames/tools with people just as skillful, competent, and active as you, and do it both with decked out and non-decked out gear to show this as a reasonable barrier for quality co-op. if the only way to compete is to be a min maxed veteran in a group of people less familiar with the game while trying aggressively harder that's not a friendly co-op design. 

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