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Heart of Deimos: Update 29.1.0


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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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7 часов назад, [DE]Megan сказал:

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!

First, gotta start with positive things:
Thanks for finally fixing that Loki bug, after 5 years. People turned off Collor Correction because of that, so everyone forgot.
But still, thank you. Also thanks for other fixes.
And thank you so much for making Xaku actually usefull.

But you've made a huge oopsie. Congrats, you guys just OVERNERFED the Marked for Death, the only thing that helps Ash and a few other frames to able to become somewhat of a mass damage dealer. You could've just fixed the bug and cap the damage. But nope, you went beyond and placed that ridiculous roadblock of "Target's current HP" being a factor.
That's why everyone says that you hate fun.
Fix the broken Saryn(1 button afk frame, especially on ESO) or Khora(press 1 to fill your screen with a long string of red numbers)? - Hella no, let's kill some of the niche and actually good things, that requires you to move and plan, not to mention choose the right target, especially if you are playing with someone else.
And still no fixes for Equinox's Duality Clone AI - It still can't shoot, only aims and reloads. I am kinda dissapointed.


 

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7 hours ago, [DE]Megan said:

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

GOOD! i lost 2 hrs of grinding cause of this.

 

7 hours ago, [DE]Megan said:

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.

lol i thought some thing was weird when i had a small platoon of grineer following me.

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8 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.

 

Can you please just stop doing stuff like this? Why in the name of god are you treating this game like it's a competitive PvP? This pleases no one and it doesn't make the game any more fun, Warframe is a power fantasy game, why can't you keep it that way?

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Why give Marked for Death such a backhand? If you’re gonna make nerfs, don’t hit is so hard, now it’s absolutely pointless to use. Also buff the other Helminth abilities so they will actually get used. If you were to increase the duration of energized munitions, I personally would use it more instead of it only being barely usable on duration based frames. 

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Good to see Mark of Death is useless now, cool. Glad I dumped a ton of resources into Helminth specifically for this ability.

Please continue to nerf all good Helminth abilities like you've been doing so there's reason to use it all. Also please nerf all nukes in the game for consistency, thanks.

Edited by AlexanderEquinox
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So I've messed around with Xaku after the update and I figured I'd drop my two cents here (not sure if anyone cares but meh). The rework I think still puts Xaku in a very rough spot to make use of their full kit and I think this is because of the interaction between Narrow Minded, Blind Range, and Overextended. I think the corrupted mods forming a square (along with Fleeting Expertise) is great honestly, but it only feels great when the negative is negligible. For Xaku I feel Narrow Minded, Blind Rage, and Overextended are all currently required on his build to get +200 strength, a decent range, and a duration that is effective for energy economy. That being said there is one ability change that could resolve this in a way by removing the dependency on Overextended, and that would be increasing Gaze's range.

This is where my current build is at and with Gaze at 8m I get about a 13m range on it. Untitled.pngThat's not bad and it feels useable in mission, however it costs quite a bit. Overextended decrease power strength so I have to make up for that to hit +200% for Gaze's defense reduction. Also notice survivability isn't really present save for Adaptation which isn't as effective with out some form of "pool" (i.e. Redirection, Vitality, Quick Thinking).

If Gaze was upped to 15m however, this plays out a bit different. I could drop Overextended and still get a ~12m range. Transient Fortitude could go as well since my power strength would increase without Overextended and also increases duration for the build. In total, the effect of the change results in better duration and strength and two free slots for breathing room. Those slots could be used for quite a few things (i.e. survivability, range, strength, augments, etc.)Untitled.png
 

So, these are my thoughts 🙂. If DE sees this and you've made it this far I just want to say, you guys rock. Making a game ain't easy and I've loved playing Warframe the past 7-ish years. If you get the time, please consider what I've said and see if it works for you all.

Edited by eyesoffaith
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4 минуты назад, CadentFever11 сказал:

Deimos claw skin still doesn't work in missions or captura, I'd put my images here but there isn't a file upload button.

 

You can save the image somewhere online, like facebook or some other place. And then use the URL.

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8 hours ago, Duality52 said:

Kept you waiting, huh?

I want some more!

More once more:

  • Companion Mods (Vacuum/Fetch, Animal Instinct) should still function
  • Innate Health and Energy Regeneration.
  • Smoother transitions after charging. The pauses after the charges are pace-breaking.
  • Adjust the modding as even with 9 Formas, you can't slot a final mod into the mech's 12th slot.

I agree with you EXCEPT for the transitions for 2 Reasons.

#1 Its meant to feel heavier, not clunky, heavy. It puts you in mind of an old mech from anime where a good pilot gets used to the quirks which brings me to #2
#2 The best way is to avoid the transition altogether with a well timed just and then to avoid THAT animation glide for a second to the ground. The whole time mind you, you can attack.

That in mind would it still be too pace breaking for you?
Other than that I agree on all points.

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7 hours ago, [DE]Megan said:

Removed Critical Chance from Marked for Death radial AOE. 

While I haven't had the explicit opportunity to test it yet, I think this part of the change is overkill to be dropped with the other changes. This feels like it goes beyond "ripping off the bandaid" to "using duct-tape to wax the hairiest chest known to mankind" - it's not that the change might not be necessary long-term, but that it kicks the ability so hard when it's already down that the teeth spilled over the floor would make any tooth fairy faint in orgasmic bliss. If it were in the next update, or a later hotfix - sometime after the initial dust settled - it'd probably be more palatable. But as it is, it makes me not want to try the ability, even though it might very well still be effective.

(Also, FWIW, I think upping the cost to 100 energy would make sense on multiple angles. Abilities with similar functions, like Oberon's Reckoning, cost 100 energy, and Marked for Death does stand out as one of the most efficacious Helminth abilities. If we can trade crit removal for higher casting cost, given other bits were basically fixes, I think that'd be much more welcome. Perhaps worth an investigation?)

Speaking of trying abilities, I think many of the Helminth abilities need buffs and improvements. Many of them seem sub-par for what is standard for an ability, even for abilities designated "OK" for subsuming. Energy Munitions, for example, has a flat, 75% ammo efficiency bonus. Arcane Pistoleer trades guaranteed efficiency for 100% efficiency when it procs. It's reasonable to argue, roughly speaking, the ability is on the level of that Arcane - a side-grade, in a way. Yet, by and large, Warframe abilities of all varieties are substantially more effective than Arcanes. Operator Arcanes, for example, can heal Warframes, while Well of Life can heal Warframes plus other allies in addition to single-target CC. Similar goes with Blood Altar. By comparison, the abilities are almost definitely upgrades - but this doesn't seem to hold through the Helminth system.

Not to mention that some Helminth abilities are, arguably, extreme downgrades to other subsumable abilities. See Hildryn's Pillage (shields + overshields + armour and shield stripping) and the shield restore one. The gap between that one, whew...

In short:

1. Maybe ease up on swinging the nerf hammer quite so hard

2. Consider tugging from the other direction - bringing other Helminth abilities up, so that Marked for Death isn't the only noteworthy contender 

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3 hours ago, SvarrOS said:

Still no fix for the golden hands' broken terminals when the mission starts in one specific tile (see the last item in Granum Void#Bugs on the Warframe Wiki)? I know most people already forgot about the Granum Void by now, but not everyone has farmed all of the drops yet and having to abort at least every second mission because of this bug is more than annoying (especially since the new end of mission and "Mission Failed" [even though it was aborted, wtf?!] screens are so much slower).

Oh right, I totally forgot that everyone already has built these items. Still, with each click on the cryotic button, you feed the helminth roughly one hour of your lifetime. For 30% bile per day. It's your right not to value your lifetime, but please refrain from trying to void a sensible request, when this is the foundation of your argumentation.

Bile needs to be revised. Brozime made some good suggestions for that in one of his videos.

Anyway, morphics are part of bile. Don't most people have a ton of those? Just so you know, I had about 60k Cryotic when the system released, and I currently have 56k. I've barely spent any on it. And while currently owning the resources needed for more bile, enough to max out the bar many times, I am currently rank 9, 9,722/12,375 and 15 slots left. I've been feeding my heminth a frame almost every day.

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8 hours ago, [DE]Megan said:

Marked for Death Changes:

Like... What is this, honestly? 

Marked for Death wasn't an overwhelming pick because it was powerful, as it was slow and clunky, and was nearly impossible to reliably get to work for its worth when you, I dunno, have more than one person in the game, not even mentioning someone like a Saryn, Mesa, or Nuke Volt in the lobby killing your target during your casting animation. The ability was just fun, and actually effective on maybe two or three frames in edge cases. 

Not to mention: 

8 hours ago, [DE]Megan said:

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.

This is a triple nerf to the Arcane that could only truly see any use on Ash even with Marked For Death. I used this with a Marked for Death build on a blind Excalibur, and killing two groups of 8 enemies for 16 effective finisher kills didn't even cause me to become invisible. For reference, Radial Blind costs 50 energy, and Marked For Death is 50 energy per cast. These two groups were far enough away from each other that I needed to cast both abilities twice totalling 200 energy for a CHANCE to become invisible. The arcane, even with Marked for Death, was a toss-up on whether or not it would ever work. So, even if you only took the single, proper bug fix of not doubling damage or mods or whatever, Trickery was only going to be kind of usable with Marked For Death. But now, it doesn't do as much damage AND its capped, lowering its kill potential against everything meaning Arcane Trickery would've had less enemies to proc from, it doesn't even kill other heavy units of equal level and health, even less enemies so it wouldn't proc anyway with anything even adjacent to the word reliable AND it now only rolls a single time, completely making this arcane pointless in its only other viable synergy besides Bladestorm as everything else is far, far, FAR too slow for this game even with capped finisher speed. You can be invisible on any frame at any time with Quiver, or even just an Octavia specter, why nerf one of the TWO case scenarios where this arcane could ever be as useful as the, I don't know, dozen "have constant more damage" Arcanes, or the half dozen "never die" arcanes? I CAN agree Marked for Death needed a change as it was clearly doing a lot MORE damage than I put into the initial target, but it didn't need to be made completely useless.

How about we FINALLY make some worthwhile and reasonable buffs to the literal garbage tier abilities on the list, like Rebuild Shields considering subsumed Pillage does everything it does, and 400% more by generating overshields, actually working for beast companions with even unranked link shields, stripping enemy armor AND shields and purging status effects for the exact same energy cost and 0 cooldown? Or Condemn considering with just a little bit of power strength and a single enemy you fully refill shields with excess for a half the energy cost and no cooldown while CC'ing everything in its path? Any more than one, singular enemy overshield cap becomes the effective new shield value for that frame.

Or maybe Perspicacity considering Ciphers cost next to nothing, and Auto Breach is a Parazon mod that does the same thing for no energy without you ever needing to think about it? 

Maybe start changing abilities around since Mind Control is an actual joke to just about everyone, and we could put Psychic Bolts in its place so that Nyx has a useful subsume ability, and change Shurikens to Teleport since it's a very powerful movement option instead of "more damage" which Mind Control also is in its most basic function other than trolling games.

8 hours ago, [DE]Megan said:

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.

Thanks, kind of, even though Void status proc still actively hampers the use of void damage across most factions if you use anything other than a melee weapon built for Condition Overload, which is doesn't last long enough for in the first place to matter, and with the previous change to Enduring Affliction back in Melee 3.0 phase 1(iirc) can't be extended in any way making it just a total damage loss on any weapon that likes to hit heads, so just about all of them. Oh, or weapons with Arca Plasmor-esque radial shots, causing them to veer off in completely unpredictable ways and just ruining the entire point of the projectile, which has been a problem since Shwaak Prism has existed in the game. And that's only considering when it works as intended, because half the time when I use it I notice that the bubble does literally nothing at all, so it either works and reduces my damage when I'm going for headshots, or doesn't work and allows my shots to miss when I'm shooting inside the annoying green bubble to try and do Mag-esque combos with punchthrough projectiles.

Would anyone at DE like to explain any of the real mechanics behind Evasion considering we have an entire Beast Companion centered around that mechanic alone and a set mod effect for it, yet for all it seems to do next to nothing even when stacking all of it and Agility Drift on at the same time, on top of the fact that it can only be kept up for a ridiculously short amount of time AND if you either don't do anything, or kill an enemy and then do nothing, or let the cat die and then play the game like normal? 

 

Edited by ShichiseitenYasha
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1 минуту назад, Tyreaus сказал:

While I haven't had the explicit opportunity to test it yet, I think this part of the change is overkill to be dropped with the other changes.

Wrong part. Even with that fix the ability would be fantastic, since your original damage can crit. BUT THE WHOLE CAP BEING THE TARGET'S CURRENT HP - NOW THAT'S A KICK IN THE DOWNUNDER.
Because even if they didn't removed the Crit Chance, the damage would still be capped at 75% of target's current HP. Meaning that if you are killing a Grineer Soldier with 3 HP left, the others will still receive only 2 HP damage, regardless of crit or not. Conditions like this are always on the top.

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