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Warframe Revised: Hotfix 27.2.1


[DE]Rebecca

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46 минут назад, [DE]Rebecca сказал:

Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.

Can you please do the same to Sharksun? That thing is pretty annoying now - you don't stagger yourself only if you shoot moving backwards.

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This is not in note but  Phantasma's  status chance per projectile of primary attack  is 7.4% after this hotfix. Now I understand why I couldn't proc on every damage tick to enemies even it reached 100+% in arsenal. I think this percentage is not fair because Phantasma got a high status chance at the price of Critical performance. So I suggest increasing status chance.

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vor 36 Minuten schrieb elwillisjr41:

I would like to personally thank any and ALL parties involved with the fix to Railjack controller users! I can now fly my ship and use allllllll of the weapons fully and without being stuck in the chair with the simple click of a button! So GAME ON and faith restored, thank you and in the future please keep an eye out for the controller users. There are more of us than you think. Cheers and many thanks! 

But Boost/Maneuver still missing. I'm playing Railjack with my X-Box One Controller and always have to switch to Keyboard&Mouse, when I have to fly fast or drift. This is crap!

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hace 14 minutos, MIKHAYHU dijo:

Mag gets insta-killed randomly during lich missions now. Any fix coming for this? Thought she had shields that prevented one shots 

Yeah that happen to me today, before i kill easy every lich, today they insta kill me very quick

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why you guys had to hit the shedu and especially the staticor wit this stagger and knock down when they did not do any self damage to begin with ? now what are people who cant aim well suppose to use? the fast paced bullet jumping and shooting while aim gliding and so on is not possible with theses weapons any more especially the staticor with its new 9.60 explosion range i end up on the ground 8/10 times that's literally the distance that enemy just spawned behind me or around the next bend of the map or that door way i just passed even wit stagger and knock down prevention mods i still end up falling off the map wit the knock back plus the recovery animation or end up in a bad location perfect for some enemy to take advantage of the situation like right in that nullifiers bubble lol rip. please if you have to leave the stagger and knock down on my boy{staticor } please reduce the stagger/knock down  effect range or please just remover it all together this is not even a strong end game weapon its just a fun weapon that i own 4 of if i have to retire it that would be so sad cause i cant aim well i'm a poor shot. its like do I want to move throw the map or do I want to use my guns? pick one case you can no longer do both stagger mechanics interruptus game play make it no fun thus retire until its fixed I must?

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Can you please address what you were thinking with this stagger mechanic? My entire account is toast, I can't use a single weapon without being permanently stunned. How are we supposed to recover? Are we really expected to start over fresh after 7 years? Why?

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Many shotguns and weapons with innate multishot still have their status chance broken. Kuva Kohm, Kohm, Kohmak, and Twin Kohmak all have alot more status chance listed that appears to be intended, unless Kuva Kohm is supposed to have 90 base status chance. Ballistica Prime, Fusilai, and akbronco are still missing the buff to status chance that other innate multishot weapons got.

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1 hour ago, [DE]Rebecca said:

Fixed Happy Zephyr unintentionally enjoying the benefits of Shield Gating.

I think this game mode should be renamed Sad Zephyr then, as Zephyr would like to keep her Shield Gating privileges.

:sadZephyr:

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I am just going to say something which might be considered to a lot of people as an "unpopular opinion".(And probably none of you guys from DE or anyone here is going to read this).90% Radial Damage Falloff to AoE explosive weapons is way too harsh of a nerf on them.Yes your intention was probably to nerf the Kuva Bramma but this just hits every other explosives out there.Why not just reduce the 90% Radial Damage Falloff to 75% or 70% Radial Damage Falloff?It's just extremely unsatisfying to use this type of weapons right now.

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Just now, Miraluka said:

I know that it isn't a very common way to play Warframe, but could you guys please address the issue of stealth kill affinity not being applied unless it is a melee kill or status kill?

I made a thread about this like 5 months ago.

They've known about it but just not fixed it, despite even saying they were aware like 3 months ago. They figured ruining builds was more important.

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Quote
Spoiler

 

Test results: As expected...

Regular Ogris only has Blast Damage, and since mods like these

latest?cb=20171007145335happen to not be usable outside of Conclave, you can't even give it Impact.

The Kuva Ogris, funnily enough does have Impact...on ''impact'' only. 
What does this mean? It means you will only proc Impact, using the Kuva Ogris, if you hit an enemy directly. Caught in the eplosion radius? 'Tis but a scratch.

 

Explain to me your logic here DE, please. What made you think, that an RPG should not be capable of knocking it's target off-balance...
Unless said target is yourself of course, because that makes sense.

Solution: Revert the Blast status proc change pronto! Buff it even, as an apology to not only people like me who use it, but to the laws of physics as well!
Bonus solution: Do the above^ and give the accuracy debuff to Impact procs, i.e. Impact now staggers targets and makes them less accurate.

I am waiting.

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These updates are full of mechanical changes that this game has needed for a long, long time. Love the shotgun status fix(Hybrid shotguns can now be a thing!). Love that self damage is gone. Love the new stacking status effects and over 100% status. (No more overstripping!)

Keep on truckin' and ironing out the wrinkles!

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It seems as though some Weapons like the Staticor have way bigger Radius of Stagger than the Particle effects show...
Do the Particle effects no longer scale wtth radius mods/Amalgam Furax? Oo
(and is it just me or did the Staticor's Sound change slightly with todays updates?)

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about the launcher falloff radius, can we turn firestorm (and fulmination) into a falloff reducer (turning the edge to a 50%ish damage) instead of radius increaser, i will gladly sacrifice a slot to get a bit of a revert on that nerf (if you feel that the nerf should continue)

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1 hour ago, [DE]Rebecca said:
  • Fixed cases where you could equip two of the same Operator Arcane simultaneously.
  •  

hey DEs, this needs another fix.

I have already equipped 2 Lockdowns. I checked after this hotfix, and see they were still there equipped. I uneqipped one of them and tried to equip again to see hotfix works only if I manually uneqip it.

So you need to check all players and unequip these on your side.

Cheers 😉

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Yellow -> White ... NOT GOOD

What I mean is the color of Survival Support Capsules.

White color feels like just any other environmental drops, and does not prioritize they are important.

Please either give the Yellow color back or, make them Blue after they are ready to be used, just like the blue color their placeholder images are.

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The first thing I did when the update dropped was bring mag to the simulacrum (to test shield gating), and I noticed that her bubble was acting weird.... enemies are wildly moving around while inside her bubble instead of staying near the center. is this an intentional change or a bug?

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Please reverse the changes in the self damage, I prefer the self damage to having to endure all that amount of nerfed weapons, which didn't even have self damage before but are now affected by these changes.

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So I haven't even gotten to shotguns yet, but there's a lot that needs to be reviewed.

 

I'm running a Kuva Nukor, with 272.3 heat, 165 radiation, and 198 corrosive.  It lists as total damage of 1778.7, and I used it against a Heat Eximus heavy during the sortie.  After an entire clip of ammo no damage at all was done.  It waved its hands in the air for the heat proc, and all of the damage numbers read as 0.  That's only a level 50 enemy, and it could somehow tank a full clip (77) of ammo with a corrosive projection and coaction drift?  That's either broken, or your new math is going to make the fully upgraded secondaries worthless.

 

The whole no self damage needs a real look.  I run the opticor, and the blast of the thing is stupid huge.  I'm finding that anything can be in the same area code, and I spend large amounts of time stumbling.  I'd prefer the damage, because I can at least take it and survive, whereas the stumble lasts long enough for the enemies to just hose me with bullets.  It's not an upgrade.  Likewise, the operator seems to stagger and stumble constantly, and they have no survivability even with all focus trees unlocked.  It makes that even more difficult to care about.  Maybe it's time to buff operator armor or health like you've done everywhere else?

 

The new arcane system is a mess, as assumed.  On paper you've done things to get to about 150% of an old tier 3 arcane at tier 5, with 210% of the cost.  That's bad math considering that most of the bonuses display as linear increases with tier costs being non-linear.  In practice, you initially said the guardian arcane was 150% duration at 75% of the likelihood for the same improvement.  You released at the same duration, 75% of the likelihood, but for 150% improvement.  It makes sense on paper, but the play testing has this actually hitting so infrequently that it's insanely less useful.  Yes, I know there's a feedback page for arcanes, but at this point I'm unwilling to go to yet another forum page and write a paragraph explaining why most of these changes are bad.

The bright spot I see is the arcane revives still work at tier 3+.  I'm glad you kept that.  

 

Finally, the auras.  It's obvious here that you wanted Corpus and Infested to be a challenge, and therefore Corrosive Projection had to eat a debuff.  What is less obvious is affinity.  Corpus now offer the issues of the shield gating, but experimentally still seem to offer less affinity.  If I understand the basics of this it's the enemy base affinity being lower on Corpus units, presumably because they used to be much easier to murder enmasse.  I don't have experience with the infested yet, but this is generally why farming affinity is preferred on grineer.  If you don't fix that, the power negating faction is simply going to be more hated because they are artificially harder to kill.

 

 

Wow, one last minute bit.  I have a decent riven and all 4 60-60 mods on my Kohm.  With 275.3 multishot (120+155.3) and 352.4 status chance boost (4*60+112.4) I have a standard Kohm at 339.3% status.  If anyone is screaming about the shotguns, they might want to take a look at them before judging.  The only thing I regret is that the shield gating will now require you switch builds depending upon your factions.  That being said, hitting an enemy and seeing corrosive+blast+slash+slash without the thing even being spooled up was...surprising.

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