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Deimos: Arcana: Hotfix 29.5.6


[DE]Megan

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Carcinus Speargun Skin is still acting wonky, it won't extend from its collapsed form when switching from another weapon or when picking it up after thrown. This messes with some of the animations, both static and idle. PLEASE, this is a 250 platinum item due to it being only being available as a bundle purchase.

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Could we get a toggle for Gara Kaleida (or simply for Gara) to have her glass parts still on her while her Splinter Storm is active? I really really love the skin, but since her 2 is active 99% of the time I play her it's really dissapointing since the skin without the glass parts is a bit underwhelming.

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a weird side note on pc i have x for use, and it does reload. i dont have reload set to x, so if lets say im at the bait station and the radius of the hitting of the x is kinda tight and if your too quick you miss it and im stuck reloading for no reason.

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1 hour ago, PublikDomain said:

Making an ability buggy isn't the right way to balance it.

Clearly, so like you suggested, either adding some falloff to the explosion, or just removing Blood Rush and Weeping Wounds from stat sticks, since Condition Overload already does not work on Whipclaw. Whipclaw's main issue is certainly the damage, not the range (Saryn can nuke the whole map if you think about a comparison).

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1 hour ago, Voltage said:

Thank you for the hotfix!

Deimos Arcana has had many bumps in the weeks leading up to release as well as the weeks after. I hope this is a situation of learning and growth as this update showcased many hiccups with the disconnection with actual gameplay.

For starters, let's take a look at some issues with various parts of the update that should be noted.

  • Bonewidow's Exalted Ironbride is underwhelming for the same reason Excalibur's Exalted Blade, Wukong's Iron Staff, Valkyr's Hysteria, and other Warframe Exalted Melee weapons are. This is due to poor modding selection. Mods are most of the fight in this game, and this fundamental oversight is why people want a Jaw Sword Riven for Khora's Whipclaw or to run Condition Overload over Primed Pressure Point. Furor for example gives a measly 10% attack speed to Arch-Melee while normal Melee have Quickening, Primed Fury, and Berserker on top of Warframe Speed buffs. Ironbride has the same base range as the usual Polearm. Polearms have fundamentally more Critical Chance from Blood Rush, more Range from Riven Mods, more attack speed from better attack speed mods, and just have more inherent practicality. The only way to really make Bonewidow even a choice over Voidrig is to make it a rewarding effort to use this melee weapon over any other.
  • While [DE]Rebecca did touch on prerequisite bounties being removed in a coming update, it needs to be noted that this change should have never been required. The change coming is simply what the Profit-Taker has had since day one in 2018. This type of mistake leaves a bad taste in many mouths, and these impressions are lasting. Nightwave suffers from this same mistake as Sortie Seasons proved that scheduled seasons would also run long overdue.
  • The new Theorem and Residual Arcanes are still underwhelming while requiring quite a bit of effort for aquisition.
  • Most of the bounty objectives are similar in gameplay than what we currently have played through for many hours. The Juggernaut objective is infuriating for the same reason the Defection gamemode or the Drone Escort bounty in Plains of Eidolon is. Waiting on AI is always slow. There is a reason people use Wisp in Defection or use Nova/Loki to move a Drone hundreds of meters at a time in the Plains. The problem is the same principle in each example listed.
  • Feedback is often taken into account too late. Please use Dev Workshops and the Test Cluster as a way to get feedback before committing to (potentially negative) ideas, and feedback before launch to iron it out for a smooth release with less major issues. The way Deimos Arcana has released has left many players questioning what the Test Cluster even accomplished with the loads of oversight into content pacing as well as the oversight on how the structure of this update makes a player feel about their time spent. Writing a Dev Workshop while already committed to most of the coming changes doesn't do many favors for developers as shown in the "Why Do We UI Like We UI" Dev Workshops. A great example of this working perfectly is when you guys considered Eximus weak points on a Devstream long ago. Since it was still a thought, when hearing the idea was not good for the game, it was easy to toss it aside without wasted development being put into that mechanic. 

These are just to name a few major things. I hope the end of this year and 2021 will use Deimos Arcana as a point to make the game feel better to play with less bad tastes in the mouths of many players who are quick to stick new content in their hungry Tenno stomachs.

I understand this year was tough on everyone, and now is the holiday season, but please realize how deep the issues are in these major updates that get the negative reception they do. The Old Blood, Empyrean, Scarlet Spear, and Deimos Arcana all have similarities, and they are rooted in the structure of how these updates launch in the (questionable) state they are in on release.

The test cluster is just PR.  Nothing said during it was changed before release ergo completely worthless. 

Also where is the giving back when you changed mods amounts from something nice to something almost completely worthless? 

1 hour ago, True_Parallels said:

Twitch Prime Operator Cosmetics are still not dropping

You have to unlink it from the Warframe and twitch account sides then redo it.  Worked for me. 

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1 hour ago, [DE]Megan said:

Fixed (again) UI becoming unresponsive when holding down a key while using Fast Travel/Decoration mode in the Dojo. 

what about existing transporter that were renamed during the issue of renaming transporters, because when i try to use them it still transports me outside the dojo map where i can still use my menu but the decoration option no longer exists for me to delete it.

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So, just got on warframe after the hotfix, went to deimos, started an isolation vault bounty.  Summoned my bonewidow, got in, used my sword, jumped around, killed some enemies.  Everything was going great.  Went into the infested tunnels and summoned my bonewidow again.  Got in, and had a full energy bar.  Pressed 2 for the shield.   Nothing happens.  Pressed 4 for the iron bride.  Nothing happens.  Pressed 5 to transference out of the mech.  Nothing happens.  At this point in time, I am able to type and communicate to my team mates that I am not able to use any of my abilities or exit the bonewidow mech.  Finally, I resort to letting the enemies destroy the mech, so that I will end up in operator mode, and then the plan was to transference back to my warframe, and then perhaps try again.  Unfortunately this did not work out as planned.  After the mech was destroyed I did end up in operator mode, but, at this point I was no longer able to communicate to my teammates that I was now stuck in operator mode, could not fire, could not jump could not do anything but walk forward and slide.  So then I decided to let the enemies kill the operator, and hopefully would be able to self revive and start fresh in my warframe.  This actually did work, however, upon summoning the mech once more, I think whoever is reading this, can probably predict what happened next.  Thats right, I could not use any of the mechs abilities with a full energy bar at level 27 or get out of the mech.  I left the squad, and after a host migration screen, found myself back in my warframe, and was able to leave the vault.  alone.  So,. Im no computer programmer, but it seems to be that these problems such as, falling through the map when exiting the mech etc.  have something to do with being connected to other players in the same match.  Am I mistaken about this? I dont know. Not sure if im asking or making a statement here, but I can remember a time when this kind of thing happened over a year ago with the k drives on the plains of eidolon.  

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29 minutes ago, Szalord said:

Clearly, so like you suggested, either adding some falloff to the explosion, or just removing Blood Rush and Weeping Wounds from stat sticks, since Condition Overload already does not work on Whipclaw. Whipclaw's main issue is certainly the damage, not the range (Saryn can nuke the whole map if you think about a comparison).

I'd prefer a falloff. The damage itself isn't the problem, plenty of things can make big spooky numbers or kill enemies quickly. The problem Khora actually presents in the game's balance is how quickly and effectively she can pass her damage around an area. It's the same story that's already been told for weapons like the Catchmoon or Lenz. Nerfing the damage doesn't change anything, since you'd continue to use Whipclaw in the exact same way: spamming it without paying attention to where you aim. You'd just cast it more often if something survives the first hit. A falloff lets you use her in the same active style you can now, but encourages using her 2 more and being more accurate with the placement of your whip. It also allows you to more effectively combo Whipclaw with Ensnare, since currently you tend to turn your Ensnared target into paste on the first hit and end the effect. And unlike the faulty LoS, it wouldn't get blocked out entirely by random tiny bits of geometry. Falloff has a similar effect as the LoS, better addresses Khora's actual balance problems, preserves her strength where it matters, and isn't so flippin' annoying about it.

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1 hour ago, [DE]Megan said:
  • Rebalanced Necramech Efficiency Mods so that they do not stack over 100%. This applies to both the Necramech Drift Mod and Necramech Efficiency Mod. Necramech Drift max rank is now 60% Hover Efficiency and Necramech Efficiency max rank is now 30% Engine Efficiency (as it boosts all stats). Combined you receive a maximum efficiency of 90%.

    • Necramech Efficiency Mods boost the efficiency of all Stamina-affecting maneuvers to 60% at max rank, which leaves little room to expand with other Mods. When combined with Hover Efficiency (Necramech Drift) which already caps out at a problematic 125% efficiency, we get some really undesired values. We missed the mark on balancing these before they were pushed out the door, which is our mistake.

Utterly pathetic. There's still been no fixes towards enemies introduced with this patch not even spawning anywhere on the Drift, but players spend 3 mod slots to do something fun that doesn't actually affect balance in any way, and it's nerfed in less than a day.

Oh no? Were people getting between camps too quickly in the Necramech, which was still slower and clunkier than Archwing and K-Drive? (Which already isn't being used because it's too slow and clunky.)

Never hesitate to stamp the fun out of the game.

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Spoiler

11 minutes ago, mc551 said:

So, just got on warframe after the hotfix, went to deimos, started an isolation vault bounty.  Summoned my bonewidow, got in, used my sword, jumped around, killed some enemies.  Everything was going great.  Went into the infested tunnels and summoned my bonewidow again.  Got in, and had a full energy bar.  Pressed 2 for the shield.   Nothing happens.  Pressed 4 for the iron bride.  Nothing happens.  Pressed 5 to transference out of the mech.  Nothing happens.  At this point in time, I am able to type and communicate to my team mates that I am not able to use any of my abilities or exit the bonewidow mech.  Finally, I resort to letting the enemies destroy the mech, so that I will end up in operator mode, and then the plan was to transference back to my warframe, and then perhaps try again.  Unfortunately this did not work out as planned.  After the mech was destroyed I did end up in operator mode, but, at this point I was no longer able to communicate to my teammates that I was now stuck in operator mode, could not fire, could not jump could not do anything but walk forward and slide.  So then I decided to let the enemies kill the operator, and hopefully would be able to self revive and start fresh in my warframe.  This actually did work, however, upon summoning the mech once more, I think whoever is reading this, can probably predict what happened next.  Thats right, I could not use any of the mechs abilities with a full energy bar at level 27 or get out of the mech.  I left the squad, and after a host migration screen, found myself back in my warframe, and was able to leave the vault.  alone.  So,. Im no computer programmer, but it seems to be that these problems such as, falling through the map when exiting the mech etc.  have something to do with being connected to other players in the same match.  Am I mistaken about this? I dont know. Not sure if im asking or making a statement here, but I can remember a time when this kind of thing happened over a year ago with the k drives on the plains of eidolon.  

 

I can confirm this after doing some tests doing bounties. 

I did a dry run on both the shield/sword shield bash with left click and shield/gun with "E" and was happily hacking along when suddenly switching and using both new controls locked me inside the mech and I cannot activate any ability so I had to to let it die. I cannot even transfer out as operator and the energy bar was sufficient for any ability.

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I have two questions regarding Bonewidow:

1. Why does she need to equip a shield when she is carring that shield in front of her already. Logically, it would be even better to keep it where it is because there would be no gap and mounting it doesnt make the shield larger (unless, she would knock down enemies with a wiping animation. Then there would be at least a reason why she has to hold that shield, but otherwise -->).  That makes no sense. Literally.

2. And speaking of sense, and the absence of it: why does she need the biggest jockstrap in history at all?

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nechaweb from the enemy necramech doesnt give the warframe debuff icon for the inflicted slow, you know your slowed(cause your slow) but not from what or for how long.

also the floating scintillant is it part of the mission or part of the vault? it is a undoubtedly rare material and also rare to be found floating in the vault, however i saw one i wanted to get but at the time i was babysitting loid and hes pretty much on a rail so i have to go where he goes. so when I finish with him aka enter vault, go back to fetch the floating scintillant its gone. if its intended then its fine. 

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Thanks for the continued support.

One thing I'd like to request is a command, similar to "/unstuck", but to reset your character just like when reviving but without using a revive. There are so many situations where the ability to use abilities, attack/shoot, switch to operator/archwing/necramech, etc get disabled, leaving you to run around aimlessly unable to help whatsoever until you can find a way to get yourself killed. I once got stuck in operator mode, unable to attack or switch back to my warframe, unable to use the fast travel to the surface of deimos, and enemies wouldn't attack me, so I had to manually travel to the surface and run to the edge of the map to jump off, just to reset my character so I could do literally anything. These kinds of bugs are infuriating, and I understand that it's hard to squash all of them, but we REALLY need the ability to deal with them when the situation occurs, and since dying and reviving is generally the solution to most of these situations, it seems to me that a good catch-all solution is to give us a "kill yourself" option without actually wasting a revive. Having one of these bugs crop up in the first round of an Isolation Vault is a major issue, considering our limited revives. Being forced to use one just to correct a bug is a big problem and literally game breaking in some situations.

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^

|

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This happens to me atleast once if not multiple times when i use the mechs.  /unstuck doesnt work and it would be nice to have some way to reset to a previous spot...maybe the last place you stood still?  IDK but if i had a dollar for every time Ive been stuck in my mech or operator mode, I could stay at home and play warframe indefinitely, and this wouldnt be so much of a problem.

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