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Deimos: Arcana - New Bounties & Isolation Vaults Megathread


SilverBones

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Posted

Bounties are slow to begin, slow to end, plus the reward is not worth the time invested. Same problems as usual. :(

Bounty design is ok though, save for the mentioned bounty where you have to kill mobs with the same bag of Entrati thing.

Posted

This is not even new feedback. but for some reason it still exists when it should have been changed quickly after the first release.

For the love of warframe. Give enemy Necramechs a MAXIMUM TURN RATE if you want to put their weakspot on their back. I don't WANT to use OP weapons that pierce to their weakspots but without those there is no possibility of solo beating them. And with each step more of these limited options are removed.

Even slow effects have next to no effect on their near instant 180 in place turns.

Posted

DE, this update adressed absoluty 0 what is wrong with your game/deimos.

Example:

You made Otak in the isolation vaults faster (a bit faster) but he now has to cover double the distance to charge up all 4 crystals.

In the end, it takes longer than before to escort him.

Is this your kind of logic to make the game more enjoyable for your playerbase?

If yes, i can tell you a secret, it is the wrong approach.

Playerbase is dwindling and you still keep doing the same mistakes.

My clan (which exists since the game launched!) is dead, even tough the update dropped a few days ago, people are fed up.

Posted

Fighting necramechs are the worst fight in the game now with infinite punchthrough and weakpoint latching weaponry no longer functioning. They are the trifecta of defences that should be reserved for end of planet bosses not mini bosses. Necramechs are harder to fight than every other boss in the game. necramechs are High mobility with tiny weakpoints (including a turn speed that isn't affected by slows), High health, and High DR. These defences should be like the Fast, cheap, good triangle, you only get 2 choices off it for miniboss.

the necramech weakpoints are too small. It's actually worse once you destroy the arms as the hitbox becomes smaller. You can't even hit the face of the void rig necramech because it's constantly turning it's head back and forth. You can't tell when the Bone widow necramech has it's "take no damage power" up because it doesn't have a visual indicator (it's not the shield itself because you can still damage it with the shield existing). The back weakpoint may as well not exist because you can't reduce the turn speed of the necramechs without hard cc which is useless after the second cast due to the ridiculous levels of diminishing returns on hard CC on necramechs

Whatever change was put in to make the larkspur no longer latch to weakpoints has made the weapon absolutely useless. larkspur doesn't latch to weakpoints anymore but it does latch to the main body of enemies that can only be damaged by weakpoints. Even when you aim the larkspur directly at weakpoints it won't hit them because it's busy latching to the body. It's really difficult just to get headshots now with it on even normal enemies.

By removing the the function of unique weapons that could partially negate the bullS#&$ of necramechs you have severely handicapped solo players and restricted the extremely tiny pool of weaponry that won't take upwards of 10 minutes to kill a necramech even further. I thought Warframe liked when you picked the right weapon for the job but apparently that doesn't apply to necramechs. If you want us not to try to avoid the mechanics, make them better because right now if I could get the rewards via getting punched in the face that would be a better alternative than fighting these ridiculous enemies.

Posted

The Defense mission seemed bugged for me.  Attempted it a few times and the "Control Area" drops so fast and there aren't any mobs around to even kill.  Nekros with all my shadows out, no red arrows to be seen, couldn't complete it at all.  Much less enemies stacking out of LoS making it impossible for one person to actually defend it, even as a Mesa and Octavia... That's just stupid.

The Deimos K-Drive timers seem to be a lot shorter than they used to be too.  I used to be able to finish them with time left over, now I can't even get through 4+ portals now.

Posted

T3 Vault Enemy Voidrig Necramechs are still spamming storm shroud with very short intervals if both arms have been taken down. there should way to instantly disable them. Maybe using operator or Void Damage? 

Posted

More stuff I don't like about enemy Necramechs:

 

1)  Shroud has no casting animation. Not even a hint....It immediately activates and Reflects.  If you have strong projectile weapon it can activate while bullet travels. You die.....and make it so tough, that removing it with Amp damage becomes barely possible.    

3)  Their Canister has no VFX for affected area.  Its invisible aoe slow cloud.  You cant tell where it is until you get slowed down. 

4)  Operator's Damage is required to safely remove Shroud shield.   But Necramechs have that weird, chaotic aura that sometimes can even cancel Operator mode.

And, you guessed it right, this aura is invisible and random.  Sometimes it allows full operator movement. Sometimes it prevents dashes....and sometimes it returns you to warframe, right as you tried to aVoid mine bombardment.  


I suggest to make all those "area debuffs" and other stuff at least Visible.    So I could tell where is the danger zone, and what kind of "voidbane" aura Necramech is using...and if they stacked with other mech's aura or not.

 

Posted
On 2020-11-20 at 11:41 AM, DRGN21 said:

Requiring the completion of all three old iso vaults AND the new bounties all in a single sitting is a bit much. A lot of people, myself included, don't have/don't want to spend 2 hours in a single instance of Deimos just for a SLIM chance at a weapon part. Can we maybe get the various tiers available right from the start, and NOT have to spend half an eternity out in a buggy instance where you can get permanently stuck in the vaults if someone decides to disconnect?

I'm just going to echo this because I didn't even know how to access the new content until I was unwillingly dragged into an hour long mission lol

Posted

Before, I could solo T1, T2, and T3 isolation vaults in anywhere from 30-45 minutes, depending on my setup, RNG for vault and key locations, and enemy density.

Now, it takes anywhere from 55 minutes to well over 1 hour 10 minutes to do the same vaults, even with the same setups. Sometimes, I don't even make it into the tunnels, because either the bait disappears, or the bait device drops from 100% health to being completely destroyed with no enemies nearby, and nothing like a Carnis or Jugulus shooting at it from afar. If everything works as expected and I finally make it down into the tunnels, the Necramech fights can end up taking twice as long to kill as before, and my abilities can just be randomly shut off and I'm placed into time-out while I wait for either my abilities to turn themselves back on, or while I wait for my revive screen to put me back up.

Adding a cooldown onto the Voidrig's Storm Shroud was absolutely necessary, though the current number still needs to be looked at as when I finally end up breaking the Necramech's damage reflecting iron skin that has no way to be removed without damaging it and either suffering huge chunks of damage or being forced to play a frame that can completely negate damage outright, I expect a grace period to actually be able to damage the Voidrig without it immediately activating its Storm Shroud again.

The new Bonewidow Necramech found down in the same vaults had potential to be a more interesting fight because of its forward facing shield, but unfortunately it's still the same boring fight but with a more annoying CC ability that also forces you to play certain frames and bring the same weapons as if you were fighting a Voidrig.

All of this paired with tier-locked tunnel bounties, no change to the low drop rates and oversaturated drop tables, and various other bugs still present from before the Arcana update as well as the new slew of bugs introduced with the patch makes Deimos: Arcana a very underwhelming and honestly very disappointing experience thusfar.

Posted
On 2020-11-20 at 5:13 PM, Howling_MoMo said:

ya just not fun since mechs are super annoying to fight now. spent an hour and didnt get anything new so its not worth my time. also why are matrices in the drop table we already get them from killing the mechs like we have to farm 21 arcanes three times is that not enough of a grind?

  1. Yes they do, i think those rewards are huge in the bounties, but it can be dissapointing to get stuff which you cant use or have already, so maybe its a good idea to have more generic cosmetics and decorations, water, fuel, temporary access codes or keys to take to relays and other planets until you have those robots fixt'!
  •   I see that problem all the time, and u think maybe doing openworld is the smartest, but if you can buy stuff with platinum whats the point of doing the missions and earning the rewards again? this is the problem with prime and normal game-loot, alot of players have it already so they can't get excited.

Missions and bounties need a meter which disperses points and loot, this can be redeemed in openworld for timers drop-packages since many players come up the elevator in fortuna, maybe some robotics or spectre can pop-up to fight, and beacons for excavator, siphon, corpus ships are bound in anyways, eis that they need a better rewards structure, players don't always complete the fights and missions , they lose and win, so its predictable, so they want to get things that are useful out in the bounties and openworld.

, so someone new who just wants to get their pants in the water is walking home with nothing, back at the orbiter is the equivalent of just dying or haing -ZERO lives,, i need a refresh beer, but yeah i have tried those fights in the caves, it was pretty feisty, i like the air balloon enemies could fight back or spew detergents at players, rewards still look like a regular hamburger for a players just walking-into the koolaide, but they are hard to kill for any regular level 30 weapon it takes a good 2minutes, so back at the cave am like  i had a few dangerous encounters in the caves, the marker stopped working causing me to walk to the kitchen or toilet and i also managed to outrun the objective, so i ran out to the gate, the rewards need to broaden w/ to other nearby planets and bounties too, if there is relays or kuva fortress and ships floating by, it mean different enemies and rewards/mods/amp/zaw parts to construct and give archwing or railjack players another home, this allows the open world to give syndicates their own game field - treasure chest and options which players like the extractors and fishing the players are looking for hidden and common items, thus far only musical changes and atmospheric switches in some places can be distracting if the players make use of their tools and abilities affected those areas, then some monsters would react to the phero-fuels and uh spores or grass would grow, while some cyst would burst or open-up to make the machine in the orbiter more used, there would be a need for the medicines and potions to attach to weapons and help allies, but i think the forma and mod system should automatically do that in subtle ways lets just say they do, until then.

Deimos only problem is that  [open world] is not relative to other planets and features of the syndicates, so CY and Ordis don't have anything prepared rightnow, but in the future could reward players with stuff like  "space grade fuels and materials for crafting" if they defeated 100 enemies, or points, defeating enemies and scanning surfaces; plants and sightseeing hours = investment loot.

 the points used in the ship to trick out your warframe and dog, endo could be taken afar but that means more statues, so the nearby relays should have new parts for the exo-skeletons and other inventions until, to get cosmetics and decorations,

  • cross-save pvp never sees its way to openworld enemies or targets so players dont have a representative or syndicate when they are in combat using the same weapons and / or relays so things don't make sense and deimos knows eventually corpus ships dock in like the other planets,  so players never get stuff from reviving or healing dog tags like overwatch or something without using a mod(s) or focus you are close but theres alot of pick-ups,, i dont see why cetus is not so happy about racing k-drives or competitive fighting, gradul-grukdul is comparative or explosive in deios if shoot at, think, the little kids are buying the stuff, the town people are depressed so they have to sell spices, and want justice for their broken homes, so the other planet areas aren't excited about pvp modes, so its really like lets just give players a bunch of reasons to think about pvp while in deimos,
  • just found out you can take ur machine to another planet but honestly i think the next step is making them autonomous or umbral so the players can have something-to drink just deploy them stationary or in defense modes like the power-rangers etc, the machine would process loot into fragments for nightwave and cetus, maybe converting some items into water and fuel for archwing and transportation, alot of bullet shells drop and husk would mean that the openworld is filled with holes and containers which should be collective "badges" and 
  • The difference between Reactant/Kinetic ,energy in PVE should have a set of  bullets and abilities coming in and missing, so  is used by both forces through gases and elemental effects to say the least,  determine the effectiveness and power of abilities which usually deal elemental or function because the atmospheres and player determines the conditions of circumstance if the players MISS use the abilities or recast then they are causing seismic rifts and leaving behind void wells and packages to agree and pickup spends energy on the planes leaving a  passive + negative/Void space, trapped as channels+
  • Galvanized creatures would have, mineral-body parts which are enhance or have additional rocks/plates which break off and can be collected if they run away or are shoot at, and mod cards would reflect their qualities - +DEF teeth or backplates causes cavernout creatures to wisthand elemental and bullet damage, soft bellies replaced with powercored that reflect bullets, -increased HP, relative mods and bullet types on pickups would burst and are made of different cases and materials for easy trading and temporarily affect weapons and warframe abilitie sin most cases the environments do have a mind of their own, so 
  • Mod/Lens should include passive+combination straightened segments have UNLOCKABLE-TIERS , 

well deimos is a beautiful planet, elementalist system creatures would burn players and environments would become toxic hazard to be more careful, throwing acid combustible, aming proper headshots for different effects on their bodyplates which have become galvanized or energized, like in destiny 2 we have some weapons that melt enemies, but enemies dont have anything like that, our warframes can be revived and the environment would make things like radiation and ice feel more regular , alienated but rightnow we're fighting alien creatures and they throw should cover a larger range of their personal space, and sometimes they get hit with glue weapons like acrid and the other so they can be silenced, so after a while they learn to dod-ge and anticipate players with teleportation/dodge or xxmaskxx and resistance or energy shields forming the pickups and aoe into a defensive base like fortnite, this way excavators and perimeters are sliced, nobody is getting my breakfasts or eggs, or tactics, acid  at you which should burn and call for rolling or watever,

" volatile flames and frost, explode, or are too bright, they would change cycle  energy packages or shoot at them, or casts magic nearthem for various effects, so you dont just have to run to A to do B, then again, could burst violently to one shoot or be pushed back with bullets, marked by other players and minimap".

  • while other items in the environment aid fueling archwing powerups, theybe shoot at for -recoil, if the ammo packages fragment or burst into particles.

 -bounce, -elementalist, and changing the accuracy of existing abilities in a quake-sci, they would glow red-defensive if shoot at, equip a bow and canister, use magic,  make sense of spores and noises of hidden enemies and birds,  the bloodstains and corpses stink up like cetus, maybe be funny to use the miining lasers and spears for something else other than their intended purposes if they are set as a beacon when you are shoot, or deploy a shield, so fishing is great but needs realistic things added, well i woulnt say perfect because i would like to see other types of items and loot added underwater parts for archwing, mask, cosmetics, amps, zaws make from bones of fish or coral, rubyweapons.

 if it gets really gruesome, the combo system and rewards need other outlets which serve amps and otherwise railjack fuels, antibodies, and cosmetics, free-roaming and bounties need to have separate rewards honestly, not everyone is well equiped when they get to fortuna or as they enter the plains of eidolon, so its good to get the players the right "wheels" or give them some way to shoot at the ember-conservatories, if they want to shoot at fish or try jumping in the water, they should get some near sporty UI / pointers and warnings like -SEAWEED" and other things so they dont keep doing it, i though deimos was a good place to put some burning fire and occasional tokens or statues, ordis could be useful

 or allow for points to acrue like how gauss has Tier two shockwave but its really minimalist rightnow, it should have a hold/ recast / crouch and aerial feature(s) its good, but its primitive, these pools can be used to recover energy and shields perhaps standing in them toolong(RNG) would make sense. that takes the items and pickups around deimos through

There is a bit of mystery in the fights so i can see the need for bigger variety of rewards and the exploring lead to 

MAYBE theres a need for more heavy rewards like archwing and zaws/amps/ or railjack parts if the players get 

Posted
12 hours ago, keraven said:

vaults

i dont like vaults either, i think its complicated and random way to get players crying in a openworld it makes sense, but in smaller missions like ones in the void there are no amps or mask, cosmetics to make the experience worth the work and time invested other than the trainng you get from surviving with low HP and decreased movment "gravity" is like nightmare mode except the rewards is like one thingy, instead it should be zaws and kitgun components with unique tags which can be bought with platinum or mods, often you get like one reward and the loot you already received in combat previously collected summary, so returning home is somewhat inadequate welcome, but only a littlebit, i want to be able to travel to the nearby relays and trade all these organic materials into endo and plastic parts, players dont even know how to get neurodes in chat, or orokincells, so that can be a good trade NPC who want the garbage we find in Deimos for regular Plutoniam seaweed and plastics that is until they add original loot and exclusive weapons (etc.) so my only complain is seing a new open world without enough robot enemies, feeling limited, i see the problem with archwing here is regular honestly i think PANZER DRAGOON game is whats happening in the environment where only larger dragons would attack archwing and the larger snake thingies, otherwise archwing is faced with occasional projectiles, also i had a really cool aggro idea for dangerous players to get a caution or signage icon ["!"] which looks dope overhead in thirdperson view if they deploy some items and glyps or are winning in fights, maybe after completing the bounties theres a chance for more minning in solo mode, honestly i really care about the zaws and k-drive getting better, the combo and leveling system needs improvements outthere,  so amps and zaws should see other planet bonuses at lest for now, so in deimos they are ZAWS/ENHANCED WITH ORGANIC MATERIALS and MODS collected and brought back to cetus or any relay for trading and improving, this way the players can get to using the vent-kid shops and blackmarket to buy additional loot and parts, earning them unique ephemerals for shopping with platinum and other guiding or UI systems, that way the players who spend get glass shards and other useful events items, even if the event is over, there should be a way to bribe them warehouses into making more amps/zaws.

Posted

Why are the blueprints for the new Sporothrix and Arum Spinosa drop rewards in Arcana? These bps are purchasable from the marketplace. This makes NO sense and just wastes a chance at a part for the weapons.

Posted
18 minutes ago, JackFraust said:

Why are the blueprints for the new Sporothrix and Arum Spinosa drop rewards in Arcana? These bps are purchasable from the marketplace. This makes NO sense and just wastes a chance at a part for the weapons.

yeah i dont know whats with the market place and game loot being the same, is bad juju. i hate when that happens, its temporary so we cant even complain, so the only fix is adding a unique structure to platinum purchases which earns players points for other cosmetics and unique gifts in emails, last thing i have to say is that elite system and rewards are somewhat lacking struckture, even if u are getting E(ss)enses & lenses from the fights, each fight and missions is great in challenge but its not good loot like amps or archwings, or rivenslivers from what i remember i think there was, but anyways~there wasn't one! so! there should be some sponsor as the ventkids and fortuna or syndicate who take each planet and competition more serious if the players want to enjoy the steel path missions and get other stuff just came out but needs to have a greater reward structure to take players away or further into each planet, even if its a randomized zaw if the devs want to make challenging rivens required for some missions can be randomized or added to PVP for experiments, maybe best to add it to simulacrum and training or openworld in some cases, idk.

  • Even if they come with unique glyphs and mods, aughments, so what about a few more crossbows and arrows, if we have the market have additional bullets and fuels which can be added to reload and require no modding, like affinity boosters, they can have glyphs attached and sustain players by allowing them to use elemental and ephemeral damages arching upwards in tiers and forms like the 5 kill effect, so the weapons in the market have additional mods for sale and effects even if they were cosmetic or operator cosmetics and skins that come with them, that would make alittlesense.
  •  
Posted
21 hours ago, Drasiel said:

Let me shoot out the god dammned legs of the necramech to slow it for a period so I can hit the tiny impossible weak points.

maybe fuel can splash out and combust or cause electrical haywire, then some new mods can be acquired through scanning and winning, players go over the explosion area or corpse and grab parts and bullets from the dead bodies, they can be temporary effects too which makes more sense because of the energy vortexes maybe team-mates can share some powers and passives team effect at the games gates and elevators, while the players who drop off in their orbiters and railjack pods get other special effects, this can be based on the glyphs and color palettes, and syndicates, unless the players jump straight into a bounty so they get other tier blessings and effects which aide movement of bullet jump, crouch, minimap and the melee and toggles of walking and running, and damage, some emojis can be earned back in the ship and in the nearby relays there's glyphs and treasures to collect, the husk are not only useful in deimos citadels, so the players want to shove all of this crap they got ito a wagon and fling it into a space cannon well theres room for that too in the cannons!

Posted
19 hours ago, -ZeroStar- said:

The Defense mission seemed bugged for me.  Attempted it a few times and the "Control Area" drops so fast and there aren't any mobs around to even kill.  Nekros with all my shadows out, no red arrows to be seen, couldn't complete it at all.  Much less enemies stacking out of LoS making it impossible for one person to actually defend it, even as a Mesa and Octavia... That's just stupid.

The Deimos K-Drive timers seem to be a lot shorter than they used to be too.  I used to be able to finish them with time left over, now I can't even get through 4+ portals now.

i like that dragon thingy, it needs weapons and tackles though or at least abilities to trigger, or recast emotes too, what if they also had rewards and gave a few items, they could be driven or leased inside the mothership like chocobos some NPC would offer them idk, i only used it once, it was better than my regular k-drive, 

Posted

The new bounty mission design is ridiculously disrespectful of my time. They are too long, too repetitive, too many gates for so little rewards that are mediocre and uninspiring. 

I don't have that much time to replay 3 tiers of ISO vaults every time I want to play the new missions. You also can't take breaks in between even when you are in solo mode since random enemies will just come murder you. 

I come to play and enjoy the game, but the game is increasingly demanding more time commitment and undivided attention that I have only found myself being disappointed in every update.  

Posted

Why does all my Necramech EXP disappear when the host migrates?  Why did you decide to include so many different options and tiers in these missions so that it is basically impossible to match up with people doing the same thing as you?

 

You need to have people deliberately try to sabotage the gameplay when they are testing this, because that is what ends up happening.

Posted

These rare puzzles only in certain tiles are really getting annoying.

 

So I just found the tile that has the giant mouth-hole thing while in a squad, I kept asking them to try to figure this out but 2 of them left outside and 3rd left squad entirely.

 

I still have no idea how the puzzle works but I think I completed it since I could go down that hole and found absolutely nothing.

 

I decided to leave squad so I could investigate on my own pace but behold I lost all my necramech xp that I gathered in 3 iso vaults so far because I migrated to solo...


And I still have no idea if I did that properly, so that's 30mins wasted when my plan was to finish ranking the mech.

 

So yeah, I really hate rare puzzles that makes you have to disrupt your squad and apparently your rewards in order to do them and they're even broken it seems... just like the railjack cache things but at least you could do those without disrupting the squad.

Posted

Can we talk about how DE copied and pasted the Lephantis boss fight into the Deimos area???? Like are you guys at DE that lazy... like come on, stop wasting time on next gen graphics, who cares about that. Gameplay over graphics PLEASE!!!

Posted

Please change back the necramech hover to the space bar instead of the right mouse button or allow us to customize key bindings for the necramech. I do use the right mouse for zoom while using the necramech.

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