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Heart of Deimos: Update 29.1.0


[DE]Megan

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Hey DE, maybe now since you made Marked for Death useless you can do us all a favor and just nerf the whole Helmith system so we don't have a reason to use it. You gave us mostly useless abilities from it, nefred the good powers from warframes and gave us mostly junk abilities from the rest of the other warframes. I don't think I'll be coming back to this game anymore, all I see are fun things getting kneecapped and ruined and actual real issues aren't being addressed and dealt with. You clearly don't know what you're doing.

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Bugs noticed:
I cannot see more than five Helminthflowers even if I have 7 subsumed frames. Intentional?
Sometimes, the archwing gun and the regular primary "melds" together in-mission. I think this was upon entering the veil proxima anomaly, but not 100% sure.
Trying to preview the Snake sigil without a Necramech does... *fun* stuff to the UI. Exiting all the way to Orbiter solved it.

Annoyances:
The end of mission screen is still awful.
The flying facehuggers in Deimos are... very frequent.
Helminth likes Bile as much as I like yoghurt, and Bile doesn't come from that many common things. It's tied with Oxides for fewest sources, but the Oxide sources have alloy plates, ferrite, salvage, gallium AND tellurium. Bile has morphics and thermal sludge, and they're running as low as my yoghurt storage in 'Rona times.
Amp self-stagger is anything but fun. At least lower the stagger duration much more than halfways.
Cambion Drift tranquilize start points seem to have more ones for Predasites than Vulpaphylas.

Shamefully stolen points from VoidArkhangel (even if their whole post is great):
It's tough to notice where free-roam spawning tranq-animals are. It's almost as if the slight beep sound of the rifle appears before the visual frame does.
A black non-invisible energy colour would indeed be very nice.

Stolen point from Ynkubus:
Kitguns are indeed not showing as ranked. Great.

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welp. goodbye ever using marked for death ever again. It has gone from a limited room nuke to decoy tier of trash.

 

Instead of nerfing anything remotely viable, can u guys just buff and redesign everything that people are not using for a change? This change has done nothing beneficial and has literally just removed content from the game.

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Il y a 6 heures, [DE]Megan a dit :

Heart of Deimos: Update 29.1.0

As we’re now well into post Heart of Deimos launch, Hotfix notes will contain spoilers, such as accurate Entrati member terms, more descriptive Quest phase fixes, etc. 

 

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NEW COSMETICS!

THE OSCIRA SERIES

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!

 

OSCIRA ARMOR BUNDLE

Augment your Warframe with this Subtle and sturdy Armor set.
 

OSCIRA COLLECTION 

Jump into the future with the high-tech style of the Oscira Collection. Includes the Oscira Armor, Sugatra, and Syandana. Plus, Oscira skins for Pistol, Rifle, Staff, Throw blade, Bow, and Longsword.

 

All of these can be purchased outside of the Bundle/Collection:

OSCIRA STAFF SKIN

OSCIRA PISTOL  SKIN

OSCIRA CHEST PLATE

OSCIRA THROWN BLADE SKIN

OSCIRA RIFLE SKIN

OSCIRA BOW SKIN

OSCIRA LEG PLATES

OSCIRA SHOULDER PLATES

OSCIRA LONGSWORD SKIN

OSCIRA SUGATRA

OSCIRA SYANDANA

*Edit: Corrected the Oscira weapon skin names. Originally they were dedicated to the new player starter weapons, but we then changed them to be universal Staff, Pistol, Thrown Blade, Rifle, Bow, and Longsword Skins.

 

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SNAKE NECRAMECH SIGIL

This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!

SNAKE VOIDRIG SKIN

Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.
 

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!

 

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VELOCIPOD K-DRIVE SKINS

Transform your K-Drive into a Velocipod! You can choose Purple, Green, and White Velocipod variants - you can color customize the bodies to suit your liking of course, the difference between them being their unique eye designs!

 

*Find the Velocipod K-Drive Skins from Son’s Offerings for Standing in the Necralisk!

 

The Great Ensmallening - Phase 1:

This update is a bit larger than normal (6.9GB) because it contains the first phase of our efforts to save you disk space! We didn’t quite save as much as earlier tests had suggested but it looks like this should save people at least 5GB after everything is finished. 

Note that when downloading the update the launcher will do an automatic optimize pass before downloading more (this is necessary to free up space for the new remastered content).

For full in depth details please visit The Great Ensmallening Dev Workshop: https://forums.warframe.com/topic/1223735-the-great-ensmallening/


 

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Xaku Changes & Fixes:

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/  

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback! 

 

Xaku’s Passive: 

  • Including AOE damage reduction as part of Xaku’s Passive. 

    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).

    • Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!

 

Xata’s Whisper:

  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.

    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.

 

Grasp of Lohk:

  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall. 

    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed. 

  • 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. 

  • Allowing Grasp of Lohk to be recast. 

    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.

    • Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired. 

 

The Lost: Deny

  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.

    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier. 

  • Increasing the casting speed of Deny. 

    • More firepower… faster!

 

The Vast Untime:

  • Removing the Energy drain and keeping it a duration based ability. 

    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing. 

  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities. 

    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened. 

      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.

Xaku Fixes:

  • Fixed Deny having poor hit detection on ragdolled or suspended enemies.

  • Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).

  • Fixed a case of dealing self damage via Xata’s Whisper.

 

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.

20c8b3300a4f294d658cf4c336a50286.png

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.


 

Conservation Changes & Fixes:

  • An accumulation of Community and Developer feedback have brought forth a handful of Avichea changes and fixes:

    • Avicheas now correctly fly in circles around the spawn call area once they reach it instead of hovering directly above it, sometimes widely out of range.

      • This brings Avicheas in line with other flying animals like the Sawgaw, where they fly closer to the call point and land near it. 

    • Diversified ambient Avichea encounters so that they can either be encountered flying around an area or low down perched on the ground.

      • Previously ambient Avicheas were only found flying high in the sky, which could easily be missed to the busy eyes. 

    • Increased the spawn chances of ambient Avichea encounters.

    • Improvements towards Avichea animations.

      • This also fixes cases of ambiently spawned Avichea’s 'slowly ascending to the heavens'. 

    • Fixed Avicheas (and Mergoos) not flying away when gunfire is nearby.

      • Birds do as birds do - Warframe ain’t no different! Being stealthy is key for catching these animals.

  • Fixed some Conservation trail start points appearing under the endocrine goo in the Cambion Drift.

  • Fixed inability to move, shoot, switch weapons or use Warframe abilities after hitting a dissolving corpse with the Infested Ebisu or Spari Spear whilst fishing. 

 

Please note that the Conservation team has more planned in terms of quality changes and fixes - stay tuned!

 

Fishing Changes & Fixes:

  • Improved spawn rate of Fish in the Cambion Drift to be closer to past Free Roam behaviour. You should generally have a maximum time between fish of ~15 seconds instead of ~50 seconds.

    • We welcome your feedback if even further changes are needed! 

  • Reduced the number of Fish parts required per Daughter Exocrine Assignment from 3 down to 2. This brings Daughters economy in line with Son, where the max number of requested parts is 2.

  • Fixed some various script errors that sometimes resulted in an inability to catch Fish.

  • Fixed Cambion Drift Fish spawning in the same spot over and over if you didn’t move.

  • Fixed throwing your Fishing Spear into Mag's Magnetize can lead to temporary or complete loss of functionality.

  • Fixed some jittery hands animations that play throughout the Fishing Spear throw+recall sequence.

 

Necramech Changes & Fixes:

  • Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:

    • If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.

    • If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.

  • Reduced the Necramech’s Shocking Iron ability sound loop.

  • Fixed summoned Necramech’s not having their Modded values when summoned again after dying.

    • This was an issue before the cooldown changes.

Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.

    • This was an issue before the cooldown changes.

  • Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.

  • Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.

  • Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack. 

  • Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum. 

  • Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.

  • Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.

  • Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech. 

  • Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.

 

Sepulcrum Changes & Fixes:

  • Decreased the unguided flight time of the Alt Fire on launch from 0.06s to 0.03secs.

  • Decreased the unguided flight time of the Alt Fire smoothing from 1s to 0.4secs.

    • This makes the Alt Fire projectile start to home in on their targets faster and curve more acutely towards them.

  • Decreased Alt Fire re-arming delay from 0.2s to 0.01secs.

    • This decreases the time between being able to lock onto additional targets after the first.

  • Increased max lock distance from 60m to 80m.

  • Increased loose lock distance from 80m to 100m.

    • This increases the distance you can lock onto targets with Alt Fire from 60m to 80m, and lock won't be lost unless the targets move beyond 100m.

  • Fixed cases of the Sepulcrum Alt Fire not properly targeting enemies. 


 

Optimizations:

  • Optimized performance of several user interfaces including the Nightwave and Void Relic Refinement screens.

  • Optimized download of some parts of Warframe.

  • Made a large number of small optimizations to the UI system.

 

Changes:

  • General polish and cleanup of sounds in the Arsenal to remove unintended sounds.

 

Helminth Fixes:

  • Fixed a crash when hovering over the Roar ability in the Upgrade screen on a Hildryn which had Balefire replaced by Roar via Helminth.

  • Fixed a crash that occurred when sitting in the Helminth chair with poor connection quality. 

  • Fixed Infested Mobility buff effects never ending when under Rank 3.

  • Fixed Infested Mobility not being affected by Strength like the Arsenal stat screen claims.

  • Fixed Infusing a new ability via the Helminth to Config D, E, or F not showing the ability has been applied until the player loads into a mission.

  • Fixed Titania's Tribute HUD not working if Razorwing was overwritten via Helminth.

  • Fixed rare case of the UI showing that you have the exact Secretion % required but won’t let you perform the action. This was due to rounding values in the back end that aren’t visible in the UI.

  • Fixed missing check mark beside recently earned Helminth Rank until you close and re-open the Helminth interface.

 

Fixes:

  • Fixed inability to progress through some Corpus/Grineer Invasion missions due to an inability to enter the portal, and just getting put through a never ending loop that goes nowhere.

  • Fixed Carnis Set Mods not functioning for both Host or Client players.

  • Fixed cases where Limbo’s Banish could be cast with 0 Energy.

  • Fixed the Soma Prime's Hata-Satya Mod not respecting Multishot for Clients.

  • Fixed ability to apply Status Effects to the Deimos Saxum before Femurs have been broken. Femurs must be destroyed first before Status Effects will affect the Saxum. 

  • Fixed Zymos seeking swarms not being able to critically hit.

  • Fixed Zymos not spitting out the homing spore projectiles after the headshot explosion triggers for Clients.

  • Fixed Garuda’s Dread Mirror Damage Capture Multiplier/Projectile Damage not matching ability screen numbers in the Arsenal.

  • Fixed ability to go under the floor with a combination of Transference and Titania’s Razorwing.

  • Fixed Garv and his Grineer hooligans not de-spawning after doing a Bounty such as Anomaly Retrieval or Core Samples. This results in multiple Garv’s in the Cambion Drift when doing back to back Bounties.

  • Fixed issues with the Purify Deimos Bounty, where the 'samples' UI will decrease from 35-15 when a Host migrates. However, the collected amount doesn't reflect this switch and will be greater than the UI limit indicates.

  • Fixed the Latrox Une ‘upload’ phase skipping if there's a Host migration while collecting samples for Latrox Une.

  • Fixed the Deimos Claw Skin not applying properly to the Keratinos.

  • Fixed inability to quickly select the Secondary Emissive and Energy colors when attempting to customize Warframe/Weapon colour Appearance using the controller d-pad.

  • Fixed the default icons for Mutagen and Antigen samples in the Predasite/Vulpaphyla Revivification menu (Son at Necralisk) being swapped. 

  • Fixed a section in the Harindi Crater within the Orb Vallis that resulted in your Warframe turning invisible, the minimap changing, and enemies not attacking you.

  • Fixed inability to spawn Deimos Saxum/Deimos Saxum Rex in the Simulacrum. 

  • Fixed Tokens appearing in End of Mission screen with common items. Should now appear above regular Resources and Mods.

  • Fixed Khora appearing mangled in the End of Mission screen diorama.

  • Fixed Loki’s Invisibility ability aggressively color grading your surroundings - very noticeable in the Cambion Drift when your Energy color is neon green (lol).

  • Fixed towards the Necralisk door opening animation playing when the door is already open. 

  • Fixed Inbox Gift messages not displaying the amount of items Gifted (ie 5 Forma, etc).

  • Fixed inability to exit the Shawzin with a controller if a key binding is changed since Start then becomes unbound.

  • Fixed the Gear Wheel overlapping the Void Fissure End of Mission Reward screen.

  • Fixed Credits Icon appearing slightly larger than intended in the End of Mission screen,

  • Another fix towards missing the Entrati Rank up cutscene if you opened the ESC menu right before the cutscene starts. 

  • Fixes towards poor Extraction waypoint pathing in the Grineer Shipyards tileset.

  • Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.

  • Fixed some spot-loading that would occur when selecting an Infested Companion in the Arsenal.

  • Fixed possible spot-loading when going into a Town/Relay/Hub.

  • Fixed numerous script errors when encountering Latrox Une in the Cambion Drift.

  • Fixed a script error related to having Hildryn’s Balefire active while transitioning from Free Roam to Hub/Town.

  • Fixing a script error with the Railjack Tactical Menu.

 

Side Note:

Isolation Vault reward tables have been added to warframe.com/droptables!

Change the drop of data from Latrox une mission, is so boring.

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Just now, Helmed said:

I was a bit excited to see that i could finally bring out banshee 

But then mark of death was obliterated

QiImbU7.jpg

I hope this is a bug, this isn't balance, this is just saying for everyone to not use this skill anymore

Oh no, this is balance my friend. DE looks at popular thing people use and go "that's bad let's nerf it, we want build diversity."  Never mind that nerfing things is just making it so we go back to the obvious picks. M4D mad a couple of mid to low tier frames really good cause is synergies well with their abilities. Now that it's nerfed we can throw Ash right back in the garbage bin.

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Well since I personally never really cared for Mark for Death and don't have Xaku yet, I'll instead talk about the stuff I can talk about as a money-spending sucker: the new cosmetic bundle.

 

Oscira rifle skin (an explanation and some suggestions)

I'm starting with something for other players here: there are weapon subtypes within the "rifle" type, and this is what determines what weapons can and can't have the skin equipped. Any primary weapons with the "charge", "held", "hybrid" or "launcher" type cannot use the skin, regardless of model or animation complexity, with two exceptions to the rule - the Tiberon Prime and Kuva Quartakk. Both of these two are "hybrid" primaries, but they seem to have inherited skin compatibility from their base versions, which have different typings. For a list of which weapons are the incompatible types, you can go to https://warframe.fandom.com/wiki/Weapons#Primary. As for the primary kitguns, Gaze-based kitguns count as the held type, and I guess Tombfinger-based count as hybrid, but I'm not sure why Rattleguts-based primary kitguns can't use the skin.

Now for the bit for DE - suggestions. A number of the weapons that have been prevented from using this (really quite nice) new skin do not have any severe animation complexity that could cause issue with compatibility, such as the (Kuva) Hind, Stahlta, Argonak, and Flux Rifle. If I have evaluated the situation correctly you have restricted the skin on a weapon type basis, but given that deluxe skins unique to specific weapons exist, would it not be reasonable to enable the skin on a wider range of weapons? I and plenty of other players would like to be able to use this "universal" skin more universally.

 

Oscira pistol skin (breaks the precedent the rifle skin set)

The pistol skin, on the other hand? No idea what's going on here. It works on every auto pistol except the Velox (and maybe the Asima, I don't own it yet so can't verify). It also works on all the hybrid secondaries except the Ballistica (which I kinda understand) and the Cyanex (which I really don't). Launchers seem to be consistent with the rules set by rifles, with the Kuva Seer inheriting the compatibility of its base, but then the Zakti works too? It seems really mix-and-match, so unless I've misunderstood and these subtypes are of the Wiki's creation and categorisation, I don't see why the rifles follow the rule so cleanly, but the pistols just... don't. Oh, and this applies to all of the universal pistol skins too.

That said, I feel like this could do with some tweaking. And also it would be nice if we could get the single pistol skins being usable on dual pistols too, since the Perla dual pistol skin can be used on single pistols too, and dual pistols literally only have the Perla skin as an option.

 

Other Oscira weapon skins

The staff and longsword skins don't have any issues, as far as I can tell. The thrown blade skin has an issue with the Spira Prime (mentioned earlier in this thread) where one of its ribbons doesn't properly disappear with the skin equipped. The bow skin has an issue with the Kuva Bramma where the string disconnects completely in hovers vaguely next to you in the arsenal, and in both the arsenal and missions the arrow is displaced backwards by about half its length, ending up embedded in the warframe.

 

Armour set and syandana

No unique issues here that I know of, just the usual stuff with armour pieces having the wrong placement on certain frames, removing Umbra's details not properly changing the position of equipped armour, and syandanas doing weird things with invisible meshes.

 

And that's that for this post!

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"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)."

THIS is stupid, i get the other changes, but this is just stupid i have no other words to describe it Sorry.

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11 hours 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.

20c8b3300a4f294d658cf4c336a50286.png

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.

Nerfing is such a great idea and also not buff the other abilities because why not. BUFF THE OTHER ABILITIES as well include the warframe abilities because that's better thing. Why not give the community more feedback before meeting this right away. Having my buffs is better into this system and I bet halfway most abilities are going to get nerf OH WAIT Roar, Larva, War Cry, and Dispensary those are good abilities. WHY NOT BUFF OTHER LIKE NYX MIND CONTORL OR LOKI DECOY

On Xaku, Accuse still seems completely useless AKA it's basically Nyx ability and you have to kill the targets if you don't you have to wait for set duration to cast again which is why do I even use it, I rather use gaze or the other abilities, Xaku 1st still also useless but 2nd might still need work just little. Just look at Protea's turrent I don't know at least it needs more damage boost or something. His 4th in my opinion doesn't need a change because it helps alot with energy and duration with other abilities.

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7 hours ago, [DE]Megan said:

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.

 

7 hours ago, [DE]Megan said:

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).

So what is it DE, is the skill a portion of the next damage we deal or a portion of targets health/shield? You cant say one thing then immediately turn around and contradict yourself.

Just undoing the damage being capped by targets health would make the skill viable again even with it being capped at 75% and no crits. But as it is now it can at most only do 75% of the targets health/shield to those around it which wont kill anything of similar enemy types, making the skill pointless/ Not a "Mark for DEATH" as it had been and made some frames much more enjoyable again.

Also not sure when Banshee was made a waste of a warframe slot but her 4 and the augment for it are completely trash now, not sure who had the idea to change it but it worked perfectly fine with how it was before the change.

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7 hours ago, [DE]Megan said:

Marked for Death Changes:

Ah, yes. "Changes". "Fixes". Just call it for what it is, you nerfed an ability because you thought it was too overpowered when in reality it wasn't even overpowered to begin with, and required specific builds. This is ultimately uncalled for, and honestly, that means so many people wasted so many resources on an ability that is now 1000% worthless. Very disappointed.

7 hours ago, [DE]Megan said:

We recognize the players who brought this forward with understanding that it needs to be addressed.

I don't know of ANYONE who wanted MfD to be nerfed. Either these people don't like fun or they don't exist. :/ 

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7 hours ago, [DE]Megan said:

Marked for Death Changes:

Great job , you made it completely uselsess . Why not just fix the mods applying twice ? Why reduce it to nothing and completely disregard the players who grinded helminth for it ? There are many things which work almost the same way so why burry it ? Mesa , Saryn , Equinox ring any bells ? M4D is just a joke of an ability right now . It can't kill efficiently under any circumstances, it won't kill heavies at all, you're better off doing quick attacks with melee weapons .

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Can I get a refund of resources on Marked for death? There's little point in complaining about it as you never listen. Im unsure what is so game breaking considering this is a tile based co op loot shoot and not a competitive game. Even With the skill I couldn't clear a tile set in a fraction of the time Saryn can.

 

But ultimately I did drop a ton of resources on putting this ability on a couple of frames in good faith it does seem reasonable that you just refund what i spent and remove the ability from the couple of frames I chose to put it on.  Doubt il get any joy asking but does seem that you could be decent to your player base about it. 

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Guys, i think you mistook us saying we wanted M4D to be fixed for "FUN DETECTED!?! NERF IT NOW!!!!"
You only needed to fix it applying the mods twice part.
Guess Ash is going back to being irrelevant now since we can just put Seeking Shuriken on Loki T_T.

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7 hours 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.

20c8b3300a4f294d658cf4c336a50286.png

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.

 

Less reason why the game is exciting. And please re-release Scarlet Spear similar to Thermia Fracture.

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Thanks for the tedious bugfixes on the Necramech. Not beeing able to tranfer back was extremely painful.

I cannot really say something about Marked for Death but 26 Pages of replies and many of them mentioning it doesn't look good for me. Maybe you should reconsider what you did.

As for bugs I tried the Xaku changes in a defense mission, Hydron to be precise.

In some rare cases, when I used The Vast Untime while Grasp of Lohk and Xata's Whisper where active, some of the stolen guns didn't fire a single shot and didn't want to disappear either. Worth mentioning is that I stole them from Hyekkas and I carried my Gaze-Primary. So apparently 4 Gaze Primaries, which where flying around me, doing nothing.

As always, stay safe and drink enough.

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4 hours ago, NoSpax said:

Does her normal 1 and M4D combine? *evil grin* Didn't check that one.

Her 1 has been changed to being invincible like nyx's mind control instead of buffing up the target's health, so i don't think it will be working

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