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Heart of Deimos: Update 29.1.0

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Thanks for the update!

Glad to see our feedback about Sepulcrum's homing and lock-on have been taken into consideration.


edit: The sepulcrum's alt fire feels much more responsive now (playing as the host) thanks to the timing tweaks. However, and while Zymos seems to work fine now both for hosts and clients, unfortunately Sepulcrum's missiles still don't home in at all if i'm not the host :(

Edited by Robolaser
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Fix this please : the conclave aklex skins its broken since you released


Also the zaw nikana sugastra has been bugged for almost 2 YEARS since you released showing 2 of them when originally its only one sugastra 


Edited by Engilore
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There's no mention in the patch notes so I guess the problem where Sepulcrum is missing from the Foundry after being built with all the parts via Warframe App still isn't fixed. Will have to check after work. Also have a ticket created for that which have been over 2 weeks with no reply (understandable).


EDIT: Yeah, it's still not fixed, Sepulcrum nowhere to be found in my Foundry or Inventory...

Edited by Bl4zko
Still bugged
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"Evasion" just straight up needs a rework,  evasion is horrible and does not work like evasion usually does in most games where it actually works.

Evasion should be a chance to not take damage, not a chance for enemies to not aim at you.  Like in most games were you see a floating "Miss" for example.  It's not that you didn't get hit, it's that it registers as a "miss" and you don't take damage.  

That would fix global problems, not just Xaku problems. 

Edited by Kingsmount
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well you listened to my feedback and made skins and other necramech cosmetics purchasable by the necraloid syndicate, kinda sad father doesnt sell any necramech stuff, but besides all of that when will necramechs be deployable in normal missions? and two please make the necraloid syndicate have a rotating offerings system like in nightwave that rotates 4 new necramech mods every 24 hours, it would be nice. 

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3 minutes ago, [DE]Megan said:

Marked for Death Changes:

Before we jump into the nitty gritty, let’s revisit what the ‘Marked for Death’ Helminth Infusion is: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.

It’s important to note that the description mentions ‘a portion of the next damage’, which was always our intent, meaning we have some bugs to fix and explanations to make on the next steps here.


With Marked for Death now in the wild and being experimented with, it was apparent to not be working as intended by overwhelmingly nuking enemies left, right, and center when combined with certain loadouts and due to certain bugs. We recognize the players who brought this forward with understanding that it needs to be addressed. Let’s get into the meat of it:  

  • Fixed Mods applying twice to the Marked for Death Damage portion dealt in the AOE.

  • Fixed base Damage using the Health/Shield Damage dealt and not capped at the Health+Shield the target had prior (e.g. enemy with 5 Health gets hit by 100 damage, and 100 damage is shared in AOE. It should just be the 5).

    • Radial damage was never meant to exceed the target’s Health and this was our bad. The desired strategy we wanted was players prioritizing tank units like Heavy Gunners to do AOE clears since heavy units have more Health than normal, thus the radial AOE would likely be lethal, not just normal units. This issue combined with numerous bugs of Mods stacking meant this was way over powered. A key part of reviewing these changes will be ensuring that players understand the best case scenario we envision for the power is targeting high-Health enemies to do radial damage to weaker enemies. 

  • Removed Critical Chance from Marked for Death radial AOE. 

  • Capped Damage multiplier stat to 75% and normalized Damage type mults.

    • Here’s an example of normalized Damage type: if the Damage you deal is 0.5 Impact, 0.4 Slash, 0.3 Heat that sums to 1.2x but after normalizing they become 0.42 Impact, 0.33 Slash, 0.25 Heat.

  • Fixed Marked for Death with Arcane Trickery equipped triggering invisibility almost every time, because each enemy hit by the AoE has its own 15% chance to activate Arcane Trickery.


Not complaining about the changes, but are you going to eventually nerf the rest of AoE nuking abilities? If not, why do you consider only a few frames worthy of having them? No nuking abilities are subsumable after all.

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Xata' whisper, 

It should generate damage to the lives of the limbs and also to the enemies it amalgamates, since if it is a "damage bonus" it should be placed additionally even if the increase is minimal. But against these enemies it is still ignored, it is as if the bonus did not exist: c

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Mark of death was already super conditional. Now you need:

Tanky enemy

Said enemy has to be in middle of the group

Enemy cannot be attacked by any other attack until mark damage procs.

It's really clunky to use now, and definitely not worth it with damage being capped to marked enemy health.


Edited by Hallowieners
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8 minutes ago, [DE]Megan said:

Increased Grasp of Lohk’s disarming range from 8m to 15m.

  • Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk. 

it literally should've been the opposite, the disarm range was fine but the firing range barely has any range for the ranged attacks

Edited by cococciolo
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Great... It started automatically optimizing the download cache.

Can you STOP forcing on us this crappy system?

I don't want to wait 6 hours to play Warframe , not everyone has or can afford super ultra fast SSDs.

Edited by Lythael
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8 минут назад, [DE]Megan сказал:

This series is dedicated to the first weapons new Tenno come across as they begin their Warframe journey. You can find all of these in the in-game Market!

Oh, come on! Those skins look great, but it's such a shame they are not universal. Make them universal. Please!

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