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The Deadlock Protocol: Hotfix 28.0.6 + 28.0.6.1


[DE]Megan

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8 minutes ago, [DE]Megan said:

Protea Changes & Fixes:

 

General Changes:

  • Increased Protea’s sprint speed to 1.2.
  • Removed the increased animation speed for Protea’s custom Roll animation to bring it back to what was originally showcased.
  • Slightly increased the impulse of Protea’s custom Roll when moving forward.

Grenade Fan

  • Increased Duration of both Offensive and Defensive grenades by 3 seconds.
  • Increased Range of both Offensive and Defensive grenades at max rank from 4 to 5 meters.
    • For Shield Satellite, this applies to the grenade pickup Range.
  • Increased Shield Satellite grenade count from 3 to 4 to accommodate max Squad sizes.
  • Increased visibility FX on available Shield Satellite grenades to aid in differentiating between the two grenades.
  • Doubled the Damage of the Shrapnel Vortex grenade.
  • Fixed Protea's Grenade Fan/ Shield Satellites appearing giant while using Archwing.

Our goal here is to improve efficacy, usability, and logic of Grenade Fan! 

Blaze Artillery

  • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
  • Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
  • Fixed Protea’s Blaze Artillery not targeting ragdolled enemies. 

Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well. 

Dispensary

  • Protea’s Dispensary location is now displayed on the minimap in the form of the Ability icon.
    • Similar to Wisp’s Reservoirs! 

Temporal Anchor

  • Protea is now invulnerable for the first 3 seconds of Temporal Anchor (i.e on cast, to prevent casting animation deaths).
  • Added a warning sound when there is 1.5 seconds left before Temporal Anchor ability ends.
  • Fixed Temporal Anchor not removing/preventing Status Effects during the rewind.

This invulnerability window is an important add based on all the ways players have used Temporal Anchor thus far - that key survivability reaction should include invulnerability. 

 

still lacking skills that scale with enemy levels...

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10 minutes ago, [DE]Megan said:
  • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in s. 

 

  Reveal hidden contents

 

  • More Lotus VO has been added to the Granum Void upon intro, success, partial/fail.
  • A waypoint marker will now dynamically appear for the nearest Golden Hand Shrine when the Granum Void opens to help players find them.
  • Fixed ‘Abilities In Use’ persisting after entering the portal to the Granum Void. 
  • Fixed Xoris charges not depleting for Clients in Granum Void if the Host is absent.

 

 

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Can we get at least 10 seconds for her blaze artillery? That way we can support lifting our downed allies up with turrets? Or supporting allies in general with turrets?

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GOOD changes. protea's turret prob could use like half  a second more , but ah well. its less of a joke now. funny how you always mess up adding blueürints to simaris soemhow xD. your netcode for trading in dojos is a bit unrelaible please look into that.  COLOUR BLIND IS HUGE. Please more patches like this

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13 minutes ago, [DE]Megan said:

Stropha Changes & Fixes:

  • Increased Stropha projectile lifetime from .12 to .14.
  • Fixed Stropha Heavy Attack not increasing in Damage from Melee Combo stacks.
  • Fixed the Stropha shot not gaining Combo hits against a ragdolling enemy.
  • Fixed Condition Overload not affecting its shots.

How about tweaking its range? 🙂

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10 minutes ago, [DE]Megan said:

Blaze Artillery

  • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.

Please do something about blaze atillery's firing arc  and range, sometimes it doesn't even shoot nearby enemies!

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Thank you for the update.

It's not a bug but observation - the defence missions on the new tileset take way too long.
Even with a good spedva enemies get stuck in the tileset, take too long to come to you and sometimes just derp and don't even come.
With a random squad with no AOE frames/weapons it took nearly 20 min to finish a 5 wave rotation because we had to hunt down all the enemies one by one.
It's very beautiful but imo not functional enough.

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Some nice changes, but did anybody notice that enemies in the orb valis cant raise the alarm anymore?

As soon as one of them puts down a beacon, it builds itself up and as soon as it should be set up it explodes on its own!

Toroid farming is not possible without that anymore -.-"

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