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Heart of Deimos: Hotfix: 29.2.4: NIGHTS OF NABERUS!


[DE]Rebecca

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Thanks but please...

  1. Change outline color of conservation target to emissive color like with mining. The color currently too close to the zone ambition theme and hard as anything to see. Even worse from a distance. Let us have control of what color is best to see!
    • (FIX LOKI'S STEALTH FOR SAME REASON!!!)
  2. Why are the new spears attracting enemies while in stealth (loki, ivara) while the flavor text says "Noiseless"! Let me fish in PEACE!
  3. Fix archwing being blown out. Feels like a beginner tried to do cell shading... 
  4. Fix kit guys showing twice in profile
  5. Fix duplicate AMP in Profile
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51 minutes ago, [DE]Rebecca said:

Fixed Mirage’s Eclipse ability not functioning properly with Deferred Rendering enabled. As detailed here! 

  •  A sharp-eyed Tenno noticed a change with Eclipse's damage bonus using our new Enhanced Graphics engine setting, and it turns out Mirage had us all under an illusion. Eclipse changes its effect intensity based on how bright (or dark) your current location is. The game calculates the brightness by considering all the light sources that are affecting you.  The problem... Under the Enhanced Graphics engine, lighting is handled in a different way than the Classic way we've been using for years. So while playing Landscape missions the sunlight was not being included in the intensity. What looked like bright open ground lit by the sun was, as far as the game is concerned internally, gloomy and overcast. This will be fixed such that the Eclipse ability will consider the real-time sunlight under the Enhanced renderer. We cannot guarantee that the results will be exactly the same using the two equations, but any difference should be negligible.

 

why dont you just make it a toggle.....its stupid having to rely on environment for an ability...it already has 75 energy base AND can be made so that the user cant swap between light and dark if one is already running

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Nice job, removed forma from "event shop" and even no special mission to do. Just entered, bought all stuff and closed the game. Also go fix already Gladiator mod set bonus for warframes like Excal, Garuda and so on, you ninja naughty nerfrers, this is not fun

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The final phase of Xaku's work/re-work when?  

As it stands when using the Accuse on his 3 ability (The Lost), When a Hyekka Kavat is converted, they become permanent allies that cannot be destroyed by the Xaku player nor the squad.  Time outs seem inconsistent as they last longer than expected duration.  

When casting his 2 ability (Grasp of Lohk) in range of a New Loka syndicate squad, instead of the ghost weapon looking like a gland from the Eximus Ancient Healer Platoon it looks and behaves like the player's primary weapon.  Pretty awesome when I was running with an Ignis Wraith the mission they showed up.  For the next 30 seconds I was watching everything melting by walls of energy...  

Spoiler

Finally I still can't really wrap my small brain around why Deny on his 3 ability (The Lost) makes much sense even for low players as most that will farm for Zaku will have already moved to Operator Mode from War Within and can come and go from Operator Mode and not need to use the warframe energy pool to doing the same thing

 

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53 minutes ago, Drachnyn said:

Marked for death was never overpowered, the range and line of sight restrictions have seen to that. Instead of punishing people for finding a use for this ability outside of your narrow vision, promote the playstyle you want by buffing it. You want it to be used primarily on heavy targets? Make it so it has more range when used on something like a heavy gunner. With your changes you made it basically stupid to use in a team setting where other people are also trying to kill. And no, damage dealt has never meant the same thing as health removed. The ability reads damage dealt, so it should be that.

Dont punish players for finding ways to use this ability that you did not envision, revert the nerfs and then look at constructive ways of encouraging the envisioned use. As long as MfD cant kill the targets in its AoE reliably, it will never be worth putting on a frame.

You "fixed" mods applying twice but not armor applying twice, which in turn also greatly reduced the resulting slash proc. So much for DOTs being the "envisioned" use for this ability. The vision DE has for this ability right now seems to be for it to be worthless garbage, never to be used in any good way.

Please, please, please make it do what the description says again: make it transfer actual damage dealt (which has always included overkill damage, the damage numbers are not for nothing i hope) instead of health removed. The ability wasnt even too strong when it came out but it should atleast be strong. Afterall it is locked behind a high rank in the helminth system, which you intended for experienced players. Yet you treat us with such a garbage ability.

Seriously.

They fixed mods applying twice. Fine. But then they didnt even bother to leave it at that to see what the ability did. They just nerfed it in like 4 different ways all at once and made it go from niche useful to completely useless.

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50 minutes ago, Drachnyn said:

Why not just let it be at full value at all times? There is no way of knowing where light actually gives the full effect. Or atleast show us the actual value in real time without reverse calculating damage numbers.

Really, mirages ability should give a buff based on lighting where it was cast that persists as that buff if you go into a different light zone. That way we actually have some control over it rather than it just being an unreliable buff that probably is  never doing what you need it to do.

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1 hour ago, Drachnyn said:

Marked for death was never overpowered, the range and line of sight restrictions have seen to that. Instead of punishing people for finding a use for this ability outside of your narrow vision, promote the playstyle you want by buffing it. You want it to be used primarily on heavy targets? Make it so it has more range when used on something like a heavy gunner. With your changes you made it basically stupid to use in a team setting where other people are also trying to kill. And no, damage dealt has never meant the same thing as health removed. The ability reads damage dealt, so it should be that.

Dont punish players for finding ways to use this ability that you did not envision, revert the nerfs and then look at constructive ways of encouraging the envisioned use. As long as MfD cant kill the targets in its AoE reliably, it will never be worth putting on a frame.

You "fixed" mods applying twice but not armor applying twice, which in turn also greatly reduced the resulting slash proc. So much for DOTs being the "envisioned" use for this ability. The vision DE has for this ability right now seems to be for it to be worthless garbage, never to be used in any good way.

Please, please, please make it do what the description says again: make it transfer actual damage dealt (which has always included overkill damage, the damage numbers are not for nothing i hope) instead of health removed. The ability wasnt even too strong when it came out but it should atleast be strong. Afterall it is locked behind a high rank in the helminth system, which you intended for experienced players. Yet you treat us with such a garbage ability.

stop copypasting this wall of whine

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