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Deimos: Arcana: Hotfix 29.5.6


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18 minutes ago, Yank31 said:

Great, thank you!

 

What is force feedback?

Below.

Quote

WHAT IS FORCE FEEDBACK?

To put it simply, force feedback is the simulation of real-world physical touch, while in a simulated environment such as virtual reality (VR), by way of motorized motion or resistance. Most people are familiar with force feedback through video game controllers, such as steering wheels or pedals, and other devices such as flight simulator joysticks. But the usefulness of the technology extends far beyond gaming.

Force feedback originated out of technology developed in the 1950s for the CF-105 which was the first non-experimental aircraft equipped with a fly-by-wire system. This technology was developed to simulate the control pressure normally felt by the pilot in an aircraft where the controls are not mechanically linked to the control surfaces. This technology ultimately became known in the aerospace and defense industries as control loading with the later term of force feedback becoming commonplace for other industries.

These technologies are used to increase the safety of almost all modern airliners, and a number of industrial, mining,  robotic,  and surgical applications by communicating critical information back to an operator, thus increasing situational awareness and ultimately safety. In a training environment they improve the level of immersion and give greater realism and training value, or in the entertainment world, produce a more engaging entertainment experience.

 

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Just tested Bonewidow out on Steel Path Plains of Eidolon with these new changes. What baffles me is that the new healing mechanic on Meathook seems to be health regen per second based on a percentage of the damage dealt to the enemy. Damage that doesn't scale with enemy health, just like how the damage dealt via throwing affected enemies still doesn't scale with enemy health as it should. For Pete's sake, Grendel set the standard for this over a year ago as Meathook, other than the new healing, basically does in concept the exact same thing as Grendel but objectively worse. The decision to make the damage Impact rather than True/Finisher or Toxin damage is equally baffling as using Meathook on armored targets basically gives almost nonexistent healing. This honestly feels like a rushed addition, just like how Bonewidow in general feels rushed. The other additions are fine, but much more is needed.

Buff the Furor Arch-Melee mod, make the Necramech melee mods (Necramech Pressure Point for example) affect Ironbride, drastically increase the base damage of Ironbride as it still needs to compete with the damage output of the Arquebex in some form (rather than inevitably nerfing Arquebex instead as Necramechs should feel very powerful), increase Ironbride's status chance so it can reach 100% status like the Arquebex, make Meathook usable with Shield Maiden active somehow (such as when using both Shield Maiden AND Exalted Ironbride), provide information as to how much of a damage increase Meathook provides to Ironbride as it isn't clear in game, make the damage of Meathook's thrown explosion and DPS on held enemies scale with enemy health, make the DPS damage type on Meathook either Finisher/True damage or Toxin damage for better scaling so the healing and damage are more reliable, make Shield Maiden's base health scale with Necramech Fiber to be consistent with other similar powers (do the same for Storm Shroud as well for the Voidrig), remove the energy cost for the Shield Bash attack (I will never understand what the point of the energy cost on this is), and improve upon Bonewidow's ability descriptions so they actually give proper information as to what they do. These changes are what are needed to make Bonewidow feel and perform better during play, especially when compared to the Voidrig. Another suggestion would be for Firing Line to remove a percentage of shields and armor as well from affected enemies based on Strength.

Edited by DawnoftheWhiteFury
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6 minutes ago, BahamutKaiser said:

Wow, that's amazing, I'm glad they heard some of the reoccurring feedback and acted on it quickly, I'm looking forward to trying out the new Meathook effects. 

The new effects are awful. Damage still doesn't scale based on affected target health as it should, damage type is Impact instead of Finisher/True or Toxin as it should be, and the healing is based on a percentage of damage dealt to the enemy per second which gives basically nothing against armored targets. Meathook is better than it was before but its still really bad, especially since you can't use it with Shield Maiden active. You can't even impale an enemy with Ironbride itself or anything.

Edited by DawnoftheWhiteFury
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8 часов назад, [DE]Megan сказал:

Deimos: Arcana: Hotfix 29.5.6
 

BONEWIDOW ABILITY CHANGES:
Bonewidow has had a bit of an iterative release - there’s all the changes we made post-test cluster weekend, some pretty nasty bug fixes, and now, another big round of changes. Feedback regarding Bonewidow’s abilities have brought forth the upcoming Ability overhaul changes you see below! We appreciate all the suggestions on our second Necramech thus far, take a look at the new changes:

MEATHOOK

An important raised issue with Bonewidow is being unable to regenerate Health, as Bonewidow is geared towards the more “tankier” focused Necramech in comparison to Voidrig. This change to Meathook aims to tackle that head on. 

  • Held enemies will lose Health over time, the Health lost will be transferred into Bonewidow. Held enemies will also have Damage Over Time applied to them. 

    • Drain speed and % of Health transferred can be upgradable.

  • Improved Meathook grab to feel sharper and more consistent. 

    • We found that the animation was sliding forward before the grab trigger was enabled, so if the AI was close, you would slide past before the grab would ever engage.

 

SHIELD MAIDEN: 

  • Damage Reflection added to the shield, incoming blocked damage will be reflected back at the target.

    • Damage Reflection can be upgraded with level and Strength Mods.

  • Meleeing with Shield Maiden will give you access to the Shield Bash you get while using Exalted Ironbride.

 

FIRING LINE:

Firing Line needs to work as a better set up to let Exalted Ironbride shred enemies, and we’ve ensured it’s casting leads to better set up opportunities with these changes:

  • Added the Lifted Status to enemies hit for 5 seconds (upgradeable by Mods).

  • 1.5x Damage multiplier on Lifted enemies.

 

EXALTED IRONBRIDE: 

  • Radial ragdoll added to 3rd melee strike with the ability to Critical hit - but not full knock back as to keep enemies contained within striking distance.

  • Exalted Ironbride now has a slight aim assist that will help prevent over swing.

 

Shield Bash

The Shield Bash has been expanded to work whenever you have a Shield equipped, not just when you have a Sword and Shield!

    • Gun/Shield: The melee 'E' Key

    • Sword/Shield: The left mouse button

  • Added Lift Status to Shield Bash.

General:

  • Truncated Bonewidow jump Melee strikes by 1 second to improve responsiveness.


 

Changes:

  • Improved support for unusual Dx12 video drivers that don't support any full-screen video modes.

  • Altered dialog timing in the Toxicity (2nd) stage of the Isolation Vault for better pacing of Loid/Otak dialog. Also tuned escalation timing slightly to delay arrival of higher tier enemies. 

  • The 'Hint Transmission' audio toggle now applies to Glass Fissure Transmissions.

  • 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.

  • Increased the Standing Rank font size of Standing Rank up from 18 to 19 to make standard and hopefully fix occasionally displaying a blank square instead of a number.

  • Improved the Railjack Inventory Slot flow for more exposure and overall clarity:

    • Changed Wreckage Capacity count to use an icon instead of text + scrap button: hover to see text and click to open scrap window.

    • Added an additional button for combined Components and Armaments (constructed Wreckage) to show Components & Armaments Capacity and allow you to Scrap multiple at the same time using the dedicated Scrap window.

  • Adjusted reverb sound settings to the Color Key Captura Scene to better fit the level.


 

Fixes:

  • Fixed a crash that could occur in DirectX 12 on multi-core systems in levels with snow that could leave tracks.

  • Fixed potential crash due to memory corruption if you had the game minimized while it was loading a new level and then alt-tabbed back into fullscreen mode.

  • Fixed Scintillant sound not being replicated for Clients, resulting in Clients not seeing Scintillant and thus inability to obtain it.  

  • Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.

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

  • Fixed activating Aerial Ace while using Chroma resulting in his Passive extra jump being removed and causing the dragon wings to show on double jump instead.

  • Fixed recasting Xaku’s Grasp of Lohk with no targets nearby resulting in all guns to be lost.

  • Fixed Nekros Soulpunching an enemy to raise them as Shadow not respecting modified Shield of Shadows power strength if that enemy is your first Shadow.

  • Fixed Nekros Soulpunching a victim to death not raising the victim as a Shadow for Clients.

    • Known issue: using Soulpunch to ‘mark’ a victim and then killing them with a weapon will not raise them as a Shadow for Clients

  • Fixed Residual Arcane zone damage numbers not showing up for Clients.

  • Fixed Bonewidow’s Meathook grabbing Dargyns.

  • Fixed force feedback not working properly with beam Kitguns.

  • Fixed Infested Research Bounty Fluid Sac throw objective text being erroneously replicated when the Host holds the sac.

  • Fixed End of Mission Medals not showing in the Last Mission Results UI screen.

  • Fixed seeing a grey box in the Market if viewing an item you already own after just logging in.  

  • Fixed a script error when attempting to use the Railjack Pilot context action during a  level transition. 

  • Fixed a script error when an Excavation encounter starts in the Cambion Drift.

It's Awesome! I love to see that DE really see our feedback and do very good things. Bonewidow become now a lot better in gameplay, but still need some changes. Ironbride need damage buff for steel path and mods like Necramech Pressure Point, Necramech Fury and Necramech Blitz working on ironbride,

I dont know, but maybe on shield, when you use "Shield Bash" without ult, he maybe must do damage like ult active, because for now one, he deal 200-300 damage per hit.

Edited by TorchFlame6
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I leveled bonwidow to 40 and i have no itention touching it once more. It's just as garbage as it was, you did not understand why we want a warframe on a warframe on a tenno to be more powerful. Your problem is ours, as you are slowly killing this game.

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You guys made glaives awesome, then ruined it the most recent button change you made... 

 

Try flowing through a level while throwing your glaive, keeping power throw's buff up, aiming, bullet jumping, aim gliding... all while also using a different button to explode it? It really, really, really sucks. having E (my melee button for throwing) also explode the glaive is very fun. Add in F (my heavy attack) and it's terrible.

Think...

Left Pinky = SHIFT/CTRL

Left Ring = A

Left Middle = W/S

Left Index = D/E

Left Thumb = SPACE

Now, my index also has to do F, and immediately try to find and hold E only to juggle back and forth if I want to have heavy explosion every throw (I do) and use Power Throw. Changing the buttons won't help this problem unless it also adds another finger to my left hand. Whereas it was perfectly fine before. Give us a toggle, please? I don't understand the reasoning behind the change to begin with... the person who put it in the game to begin with was incredibly smart and played the game instead just saying "oh this would sound better like this". When using only heavy attack builds you don't touch light attack, and that's how it should be for glaive throws, too. It gets even worse when trying to dual wield now. Was so smooth before, but now when using a gun you need to use the stupid middle mouse button which is really far from a left hand.

 

Just please give us a toggle or something. Please? 

 

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Il y a 8 heures, [DE]Megan a dit :
  • 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.

now i don't have necramech drift, but was it a real problem like the engine drain getting to zero (or even in the negatives somehow causing engine regen instead), or is the "undesired problematic effect" players having fun? because i personally went from "having a comfortable amount of stamina" to "being low on stamina most of the time instead of all the time"

because if it's the former, fix your engine, and if it's the later rethink your life decisions.

anyway, since you lowered the efficacity of these mods PLEASE also lower their capacity costs.

and revert the necramech hover control change for keyboard users, nobody wanted or liked that, come on.

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8 hours ago, [DE]Megan said:

Damage Reflection added to the shield, incoming blocked damage will be reflected back at the target.

This crap hurts more players doing iso vaults rather than actually increasing our mech overall dps. Just why?

Edited by Rifz57000
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The Bonewidow is a hopeless case, a lost cause.

1. Meathook is still too clunky with the forward lunge. There is also no feedback on why it failed to grab the enemy right in front of the NM.

2. Shield Maiden, better with the update but not good. A melee is right in the middle of enemies and often exposed to flanking fire. Also the shield still feels flimsy.

3. Firing Line, replace it with something else and useful please

4. Exalted Blade, the core of the Necramech issues. The ability blocks the use of the arch gun, movements are still clunky, there is no stance mod for the Exalted Blade. Also the Arch melee mods are overall terrible.

Please, have the mercy of removing this abomination. Shelve it as an idea to be revisited once archmelee is in a better place and you have an idea on what the actual purpose of the NM should be.

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15 minutes ago, Prexades said:

The Bonewidow is a hopeless case, a lost cause.

1. Meathook is still too clunky with the forward lunge. There is also no feedback on why it failed to grab the enemy right in front of the NM.

2. Shield Maiden, better with the update but not good. A melee is right in the middle of enemies and often exposed to flanking fire. Also the shield still feels flimsy.

3. Firing Line, replace it with something else and useful please

4. Exalted Blade, the core of the Necramech issues. The ability blocks the use of the arch gun, movements are still clunky, there is no stance mod for the Exalted Blade. Also the Arch melee mods are overall terrible.

Please, have the mercy of removing this abomination. Shelve it as an idea to be revisited once archmelee is in a better place and you have an idea on what the actual purpose of the NM should be.

You speak truth. Every point you've raised is valid. 

FFS DE, listen to the people playing your game. We've been telling you since the first time Bonewidow was 'tested' that Ironbride is garbage. Largely because the melee is extremely clunky to use. If you're going to slap REALLY clunky behavior restrictions on the mech then the damage output needs to compensate... I don't know how many hundreds of times this needs to be said to you people but being bull-headed is certainly not helping you.

The mech moves FAR too slow (related to animation speed rather than actual movement speed). The thing is hot garbage. It certainly succeeds in feeling like a heavy relic from the past but it is absolutely pointless to use bone widow over voidrig. In no universe is this slow-ass sword comparable in utility to voidrig's barrage of death. It isn't even that voidrig is unbalanced, it is just FAR more useful to be stationary firing projectiles when the mechs are so damn clunky to use. 

 

You actually want to fix Ironbride? Then ditch the asinine delays after every combo, build the necramech dash into the mech's combat-flow so you can go in/out smoothly, and up bonewidows general movement/animation speed to like 1.2x that of voidrig. It is clear bonewidow is not intended to be tanky style mech, but it sure as hell isn't a speedy one either... 

Using bonewidow over voidrig is like choosing to use a wheelchair while playing basketball against a team of NBA super stars. Nothing really wrong with using a wheelchair but expecting to compete with the NBA guys is absolutely ridiculous.

the incredibles love GIF

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GIVE THE MECH A SPIN TO WIN ABILITY SO IT CAN CROWD CONTROL!

A derivative moveset? Yes. But Is it also the only hope for this thing to not be redundant? Yes also. 

And please, for the love of god, give us some decent Steel Essence drop amounts. Three per run, or 2 for killing an accolyte is just plain stingy. Especially for how difficult you've made it to roll a good riven. 

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10 hours 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.

Oh, so that's why my mech suddenly felt like it actually had some kind of semi-usable long-distance mobility. It was almost enough to keep up with someone using a bullet jump mod.

I suppose that you're just re-affirming the view that nobody should ever be allowed to use anything other than an Archwing for travel. Because god forbid that we might actually want to stay in our mechs. Oh no.

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7 hours ago, -JT-_-R3W1ND said:

Guys, thats cool, but... How about fixing game breaking bugs?

1. If anybody seats on a side turret, host's projectiles with manual explode (void hole e.t.c.) exploding immediately. That's also mean client can't use abilities and effectively pilot the ship at all.

2. One of the last updated granted every single rock in the map a collision. Resulting the railjack beeing stoped by any little ****.

3. Again, i never saw this before Arcana update, but Crewships spawns in a far FAR away. And this guarantees that I will not be able to destroy them. Not by FA, not by core explosion.

4. Doors in anti-fun station (or how do you call it) can just block you from mission objectives.

Also.....

Due to the new interface I've now got to re-acquire and rebuild everything. Either the loadout had been reset to default, or there's not warning that you are about to scrap equipped gear.

Re-stocking from the dry-dock isn't always taking effect when the Railjack is launched.

Archgun / melee models still don't disappear when transitioning from archwing to on-board (not a game-breaker, but damn it makes it difficult to see what's going on when there's a giant sword taking up most of the middle of the screen like some sort of feudal Japanese era army banner)

Edited by DarthEzekiel
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12 hours ago, [DE]Megan said:

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.

Why do necramechs (and the railjack for that matter) have stamina bars at all? Haven't you found out like five years ago that stamina bars have no place in Warframe? Why repeat old mistakes?

Edited by SordidDreams
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