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Call of the Tempestarii: Hotfix 30.0.6


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16 minutes ago, quxier said:

You need to remember enemies are not yet capped:

So if you have constantly many enemies in range your energy will drain a lot. I run (only 1 forma) as fair I remember 95% efficiency and some strength (Blind rage 8/10), P.Flow + Energize + Zenurik. I've managed to keep Gloom during normal Void/Oxomoco run (SP might differ but that's not my cup of tea).

I don't know if I understand this correctly but if future update will make energy cost 0.75 instead of it being a number between 0.75 to 1.5 then it will farther decrease energy drain... probably.

You mean when you "aim" your weapon?

 

enemies are capped...at 10, but the energy drain is 2x what it should be.

also....no not when you aim...when you cast it. tap cast for slow...hold cast for fast. why not just make it always faster? who knows?

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1 minute ago, Rooxyz said:

I am using zenurik and Dethcube for energy and i need constantly stay out of Phantom Form to keep Gloom active, they should nerf the Gloom subsume, for Sevagoth, this skill is essential to survival in high level..

 

The fact still stands:  the ability as a whole is now terrible. .75 multiplied by the max of 10 enemies drains way too fast to even care now

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Gloom is at current completely unusable, it'll drain even a caster's energy pool in seconds. We need that cap ASAP or the change reverted. Even with the cap, the cost needs to go down as well. It was already borderline before, but now the energy cost is patently absurd. Sevagoth's base form needs help, not it's only good ability to be nerfed.

 

Edit: It has come to my attention that I misread the 1.5 energy per enemy portion of the text. I was under the assumption that there was a change in the pipeline to prevent it getting higher than that despite efficiency - Instead, it seems to instead mean you will be removing the ramp altogether. If that is the case, this change is great, but the cap still needs to be added ASAP.

Edited by MasterControl
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6 minutes ago, cha0sWyrM said:

enemies are capped...at 10, but the energy drain is 2x what it should be.

From what I understood they are NOT YET capped, and where they mentioned 2x energy drain?

7 minutes ago, cha0sWyrM said:

also....no not when you aim...when you cast it. tap cast for slow...hold cast for fast. why not just make it always faster? who knows?

Hmm... need to test it properly with fresh mind, thx.

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4 hours ago, xcrimsonlegendx said:

Can we get this for Grendel too? So the max drain is 10 enemies?

Mood. Grendel needs a way to generate energy even for just holding 5-ish enemies at time though, I wish we would immediately get some energy when consuming enemies for energy buffs, or see his whole system reworked, if not just alot of cost decreases.

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4 minutes ago, MasterControl said:

Gloom is at current completely unusable, it'll drain even a caster's energy pool in seconds. We need that cap ASAP or the change reverted.

Quoting to bring more traction to this much needed cap change. The ability is borderline useless and horrible for everyone, including Sevagoth.

Please fix asap, the drain is terribly unreliable and ruins how he used to play ontop of any frame with the ability subsumed on.

The drain per enemy will just be too much to care for using in missions or in general. 

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23 minutes ago, quxier said:

From what I understood they are NOT YET capped, and where they mentioned 2x energy drain?

Hmm... need to test it properly with fresh mind, thx.

youre right. i just tested it myself, enemies are currently NOT capped. so if you are doing like an infested arbitration or something...youll be out of energy in a matter of seconds.

as for the energy....its supposed to be a max of 7.5 a second (at 10 or more enemies)...but as it is right now its 15/s with no enemy cap.

a pretty big blunder...they shouldnt have released the hotfix in this state.

Edited by cha0sWyrM
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Here's some testing I did a couple minutes ago.

As I said in the video's description, WHO exactly did they take this "great feedback" from to make this change?
 

Spoiler

 

 

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On 2021-04-20 at 8:37 PM, [DE]Megan said:

Sevagoth Changes & Fixes:

7 days since the release of Call of the Tempestarii & our newest Warframe, Sevagoth! Based on some great community feedback we have a few changes below:

 

  • Increased Sevagoth’s Armor from 110 to 150.

  • Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x.

  • Made improvements towards Sevagoth’s Reap movement to alleviate the Shadow becoming stuck in numerous situations. He may still get stuck in some cases, but his movement should be less jerky and should no longer try to dig his head into a wall.

  • Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

  • Added custom sound when entering Sevagoth’ pre-death Tombstone. 

  • Fixed Sevagoth’s Shadow breaking Railjack Battle Mods icon and button callout. 

  • Fixed Sevagoth gaining permanent invisibility if temporary effect expires while in Shadow form.

  • Another fix towards Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.

  • Fixed incorrect loadout showing when Mod Linking a loadout for Sevagoth's Shadow.

 

I just wanna Thank DE for one of the BEST
Warframe launches in a LONG time. 
Sevagoth fulfil all of the requirements:
- Powerful by Synergies in-kit
- Relevancy of Gamestyle/Role
- Incredible Character Design/Looks
- Decent place in the META
- Excellent Casting Animations/Flow

Seeing him receive QoL hotfixes fills me with joy
(and makes my 6 Umbra Forma more worthwhile)

And thank you to Liger Volkovyi Inuzuka 
Maestro you deserve all the Praise and Success!


-----------------------------------------------


For the Love of the Lotus! Yes PLEASE!!! 
Her Crystal Bits look too gorgeous to not 
look at them 99% of the Time you're Playing

On 2021-04-20 at 8:38 PM, Perfectly_Framed_Waifu said:

Nice! But could we please get an appearance toggle for Gara so she can keep her fantastic glass during Splinter Storm, at least before Gara Prime drops?

2iZKQct.png

 

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4 hours ago, Dark_Lugia said:

thx

But one thing about the upcoming unvault:
Why Chroma? There are frames which have been vaulted much longer and some have ridiculous prices (especially on consoles)

I still have more than enough Chroma relics to farm another dozen full sets at least, I didn't even realize he was vaulted

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1 minute ago, metvincent said:



...WHO exactly did they take this "great feedback" from to make this change?
 

 

they have made it clear that the current state of gloom is incorrect. its supposed to be a max drain of 7.5/s at 10 or more enemies. were just gonna have to wait for them to hotfix their broken hotfix.

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4 hours ago, Pixxel_5 said:

This isn't really a change from before. You still basicaly need to mod for both fleeting expertise and streamline, while making the energy cost erratic and unpredictable. Not the change that was needed

This is worst than before, because limit 10 is not added so now your aura is drain your energy like flood. Even added with max 10, it still worst that before (was 4.xx per second , now 6.8 per second at max 10).

PS. Is this great feedback ?

Edited by ToKeSia
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4 hours ago, [DE]Megan said:

Call of the Tempestarii: Hotfix 30.0.6
 

Changes:

  • Swapped the crafting requirement of Control Module for Gallium in Rhino Systems Blueprint to ease early player acquisition.

  • Polished some of Mirage Oneiro’s custom weapon idle animations.

  • Added a ‘None’ option to Backdrops in the Dojo so you can go back to default.

 

Sevagoth Changes & Fixes:

7 days since the release of Call of the Tempestarii & our newest Warframe, Sevagoth! Based on some great community feedback we have a few changes below:

 

  • Increased Sevagoth’s Armor from 110 to 150.

  • Added functionality to now ‘Hold’ Sevagoth’s Reap on cast to speed up the Shadow by 2x.

  • Made improvements towards Sevagoth’s Reap movement to alleviate the Shadow becoming stuck in numerous situations. He may still get stuck in some cases, but his movement should be less jerky and should no longer try to dig his head into a wall.

  • Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

  • Added custom sound when entering Sevagoth’ pre-death Tombstone. 

  • Fixed Sevagoth’s Shadow breaking Railjack Battle Mods icon and button callout. 

  • Fixed Sevagoth gaining permanent invisibility if temporary effect expires while in Shadow form.

  • Another fix towards Sevagoth not going into Shadow form after death if Sevagoth previously died in Archwing.

  • Fixed incorrect loadout showing when Mod Linking a loadout for Sevagoth's Shadow.


 

Fixes:

  • Fixed a crash occurring if your real world headset was unplugged/reconnected during a mission. 

  • Fixed a functionality loss and game freeze when exiting the Railjack as a cinematic starts.

  • Fixed a functionality loss when comparing Armaments/Components with a controller in the Railjack configuration screen.

  • Fixed (for real) an exploit in Assassinate Bounty missions in the Orb Vallis.

  • Fixed Clients not seeing Crew mates if they joined while the mission was in progress and the Crew mate was on the Turret. 

  • Fixed progression stopper in the Kuva Fortress tileset if a Client joins the mission after the initial gate is opened.

  • Fixed rapidly selecting between weapon options during the Awakening tutorial will result in temporary weapon functionality loss.

  • Fixed Railjack enemies not triggering Void Sinks.

  • Fixed ability to equip the Synth Charge Mod to Epitaph. 

    • Epitaph does not meet the magazine size requirement for Synth Charge. 

  • Fixed cases of waypoint markers breaking when in Archwing or Titania’s Razorwing, notably on Deimos.

  • Fixed rare case of having negative Argon Crystals.

  • Fixed Cambion Drift Esophage fast-travel screen fade being applied to all players (not just the player using it).

  • Fixed Client FoV settings getting reset after using Sevagoth’s Shadow. 

  • Fixed the "Reset Skills" button not resetting the Crew member's Competency points when using a controller.

  • Fixed the Plains of Eidolon ‘Capture the Grineer Commander’ bonus objective failing without players actually killing any other enemies.

  • Fixed the Plains of Eidolon ‘Drone Escort’ Drone starting to move without hacking it.

  • Fixed Tusk Heavy Gunners aiming into the ground sometimes with their grattler and not swapping back to it from their Kohmak when you put some distance between you.

  • Fixed cases of Tau Resist not reducing damage against Sentients at all.

  • Fixed causing self damage when using the Sigma & Octantis Heavy Attack while airborne. 

  • Fixed Ironbride Mod screen displaying incorrectly when having Khora equipped.

  • Fixed lingering damage fields from mind controlled NPCs (eg. Napalm's fire effect) fail to damage anyone.

  • Fixed the coolant/core cell being shown as inserted in the wrong place during Corpus Ship Sabotage missions.

  • Fixed missing geometry sections along the spine of the Mirage Oneiro Skin.

  • Fixed a hitch during the ‘Awakening’ Quest.

  • Fixed Gauss’ Redline meter sound plays repeatedly if your drain & fill rates are close enough to keep it cycling back and forth around the redline.

  • Fixed Eidolon spawn sound continuing to play if entering Cetus while spawn / despawn is happening.

  • Fixed missing dialog during some Vitruvian cut scenes.

  • Fixed Nova Rifle animation having unnatural movements. 

  • Fixed Darvo calling out for your Secondary weapon during the Vor’s Prize Quest despite not actually being able to by design. 

  • Fixed seeing Thermia Fractures in the World State Window/Navigation panel without having the Vox Solaris Quest complete.

  • Fixed a script error when loading into a Void Storm just before it expired.

  • Fixed numerous script errors when spawning a Necramech.

FIX DOJO FPS Drop

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1 minute ago, cha0sWyrM said:

they have made it clear that the current state of gloom is incorrect. its supposed to be a max drain of 7.5/s at 10 or more enemies. were just gonna have to wait for them to hotfix their broken hotfix.

Doesn't take away the fact they shouldn't have released these changes to begin with unless the 1.5 energy/s and 10 enemy cap was in place.

And while we're at it and since I haven't seen anyone talking about this, Sevagoth's Shadow doesn't get passive effects from any focus school.

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While Mirage deluxe now plays her standing idle while holding a bow, instead of doing her weapon flourish animation, she instead just freezes in the last pose she was in before the idle animation timer goes off. This only applies to her deluxe noble animation set.

Edited by KCToxic
specifying which animation set this applies to.
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Yall shoulda just make his shadow moves 2x faster when casting the ability instead of having to hold it. Who would want a slow shadow when you can get a faster one anyway? It seems pretty weird 

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10 minutes ago, metvincent said:

Doesn't take away the fact they shouldn't have released these changes to begin with unless the 1.5 energy/s and 10 enemy cap was in place.

And while we're at it and since I haven't seen anyone talking about this, Sevagoth's Shadow doesn't get passive effects from any focus school.

Even capped, isn't this worst than before with 1.5 x 10 ? or 0.65 x 10 still worst than previous patch (was 4.xx)

Edited by ToKeSia
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4 hours ago, [DE]Megan said:

Swapped the crafting requirement of Control Module for Gallium in Rhino Systems Blueprint to ease early player acquisition.

Very nice!

4 hours ago, [DE]Megan said:

Fixed Darvo calling out for your Secondary weapon during the Vor’s Prize Quest despite not actually being able to by design. 

And also nice that you're looking at new player content! Although making Rhino more accessible to newer players is bound to encourage newer players to keep going! Still... that ~3.5 day crafting time...

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4 hours ago, [DE]Megan said:
  • Sevagoth’s Gloom now consumes 0.75 Energy per second (base) for each enemy within Glooms range. Equip Efficiency Mods (Streamline, etc) to reduce!  NOTE: there is another planned change which missed this build, which prevents the energy cost from increasing to 1.5 per enemy, and caps the drain at a maximum of 10 enemies. Look for that in the near future.

Why on earth did you even release the change if you already know it's incomplete?

If I go to a store for a sandwich, I don't expect two empty slices of bread because the filling "missed the build". 

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7 minutes ago, Ianto said:

Why on earth did you even release the change if you already know it's incomplete?

If I go to a store for a sandwich, I don't expect two empty slices of bread because the filling "missed the build". 

it sometimes happen because "mistake" , have your ever bought your sandwich but your found out there is only some sauce and nothing else ?

Edited by ToKeSia
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Thanks DE! I hope the changes to Sevagoth here give him some proper forward momentum. Been at a bit of a loss trying to keep up with other players with him.

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Before this Hotfix I was able to play normally, I've only had the persistent issue with Trading but i was able to public matchmake and Invite matchmake,

Now its been bugging me about my ports, even though I didnot change anything not even my internet session

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8 minutes ago, ToKeSia said:

it sometimes happen because "mistake" , have your ever bought your sandwich but your found out there is only some sauce and nothing else ?

If it was a "mistake,"  why was no one complaining about it? 

The sheer change as it is is terrible. I mod for Primed Continuity AND Streamline / Fleeting, and it still drains way too fast. This change was a horrible call on anyone's PoV.

My friend has it subsumed onto a Limbo and it drains within seconds or less while this is currently un-capped.

The ability, in its current state as of this moment, is borderline useless and not functional. It should have never been touched in the first place. 

I'm not even sure the "Cap" it will receive will save this ability. I call it "The MFD of abilities", except actually on a frame that was good and didn't need to be touched. 

Whoever thought this was a grandiose idea should have played him more and understood that it was fine as is. 

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3 minutes ago, Halo said:

If it was a "mistake,"  why was no one complaining about it? 

The sheer change as it is is terrible. I mod for Primed Continuity AND Streamline / Fleeting, and it still drains way too fast. This change was a horrible call on anyone's PoV.

My friend has it subsumed onto a Limbo and it drains within seconds or less while this is currently un-capped.

The ability, in its current state as of this moment, is borderline useless and not functional. It should have never been touched in the first place. 

I'm not even sure the "Cap" it will receive will save this ability. I call it "The MFD of abilities", except actually on a frame that was good and didn't need to be touched. 

Whoever thought this was a grandiose idea should have played him more and understood that it was fine as is. 

i already complained it, because my protea dispenser couldn't keep up with it at all , it drain like my broken bottle. Even with capped 10, it still drain more than original, this is called nerfed not fixed !

Edited by ToKeSia
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