Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Update 30.5: Sisters of Parvos & Kuva Liches Feedback Megathread (Read First Post!)


[DE]CoreyOnline

Recommended Posts

so Murmurs were made faster, but. Sisters are definitely way faster than Liches still. Liches still drag on pretty long.

in theory it's more interesting for Liches (and Sisters probably, but they didn't exist before this Update) rather than spread to move through the Planets.... but this ends up reducing Gamemode variety/choice, and can force you into Gamemodes that are simply not suited for this type of content.
for example, most of the Kuva Fortress Missions, are not well suited for this type of priority target. Health based Objectives will just get oneshot by Liches/Sisters. that's far, far from fun.
additionally, always moving through the same Planets is most certainly less variety, if you ask me.

 

normally in Warframe, i loathe Parazon Finishers. they just don't belong in the flow of this game. they are an abrupt stop and wait in the middle of a game that's really all about flow, both flow of movement and flow of Combat.
however, with Sister Hounds i don't mind being forced to do tons of Fishers as much, because the Hounds are not just trash Enemies. since they are more relevant of an Enemy, spending a few full Seconds waiting for a Finisher Animation isn't as bad then.

Link to comment
Share on other sites

Can't Help Friends with Lich on Railjack

This weekend I tried to help my friends finish their Liches so we could get our Sisters together. When we got to the Railjack part I was unable to continue with them. It said I was required to have a Lich at the same stage if I wanted to continue with them. This really ruins the flow of taking down a Lich with your friends and I assume I wouldn't be able to help them either if I had an active Sister. The final fight for the Lich/Sister should be this big boss fight at the helm of the Liches/Sisters ship, like the TennoCon demo, and not a cluster of them with one after another is attacking your party.

Link to comment
Share on other sites

On 2021-07-09 at 10:12 AM, (XBOX)Big Roy 324 said:

 

My issue isn't with the disarm itself. It's how it's been implemented. If they want the sisters to one shot and CC Tenno like crazy.  Have there be sounds, wind ups, or something in the way of a warning.  So that way I can feel smart if I am able to react in time instead of having to change my loadout and playstyle just to circumvent it. 

I'm also noticing finally the out of control particle effects. There's too much flashing and splashing on the screen to be able to even see if there was supposed to be some telegraphing.  I'm literally using the waypoint markers at melee range to locate the hound at times. 

After playing this weekend.  The abilities must have been bugged. The disarm has an obvious telegraph now. 

Doggo generates a bubble that pulls my weapon away.  So it's easy to counter if I am paying attention. 

Link to comment
Share on other sites

I don't know if anyone else mentioned it (honestly I didn't read all 19 pages of this thread to check) but I am a little disappointed that there is no Sisters of Parvos equivalent to the Old Blood Emblem you get for defeating your first Lich. Whenever I defeated a Lich I would put the Emblem on the Warframe that defeated it, and I was looking forward to doing the same with the Sisters. It may seem a little silly, but it was like a badge of honor for the frame that defeated it.

Link to comment
Share on other sites

This isn't directly related to the liches/sisters, but there isn't a better thread for it: Will you folks upload the keyart to the fansite kit please?  I like having the most recent keyart on my stream overlay's background when the game isn't active :)

Link to comment
Share on other sites

I have been happy with Warframe most of the time, but this Update is to much of a cash cow. Please reduce the amount of forma needed for weapons from liches! Two should be enough.

At the moment we are at about 150 Formas for the kuva + tenet weapons. Thats 1700+ plat. And than there is the leveling too.

It feels like Tencent forced you to repeat doing the stuff that made us pay for formas back with the release of kuva weapons. Whats next? Infested Liches comming in two years with Corona weapons? When will it stop?

Don´t use our addiction of mastering every weapon to fill the wallet. Just my opinion...

Link to comment
Share on other sites

On 2021-07-09 at 7:32 PM, LittleSnowNeko said:

at least make it so they spawn no matter which coin you use so we can just use our regular granum coins instead of the zenith.

It does spawn on any coin, you just being hard on yourself by using Zenith coins.

Link to comment
Share on other sites

5 hours ago, MobyTheDuck said:

I feel it would be a good idea to replace the Void Traces reward from Granum Void to Corrupted Holokeys.

I am 8 sisters deep and feel like I have done half that same amount of time that farming holokeys for weapons from Ergo with no luck of getting the Holokey reward.  I feel the pain.  If I am lucky, I will get holokeys in 1 of every 4 missions.  This is very grindy, and I am yet to buy my first weapon.  NEW Pluto missions (that I want to do) rewarding less then Veil (that I have been there, done that) is pretty much is the reason.

Got to get the weapons, forma them up 5 times, re-farm them to get the element you want, hopefully have some fun with the weapons along the way of the grind in total I guess.  Yeah.  I don't mind the formas required, I don't mind some of the grind.. but I think the element randomizing needs to change.

Link to comment
Share on other sites

Sisters
So far I've obtained one Sister solo, went with a friend to get theirs, then obtained a new set as a duo.  
We've been using Hydra on Pluto exclusively.
While solo, I had a candidate despawn (Parvos said something about "a draw") without knowingly interacting with her.  (Capture > void > Treasurer spawn > Candidate arrived during the 30 seconds it took to kill the treasurer > Candidate disappeared right after/as I was picking up the coin)
While duo, my friend spawned a candidate, I accidentally hit her and she just died, no "downed".
  
We were able to move through he missions, get our words and did the Railjack mission with two randos.  It was annoying to have two hounds doing disarm, but melee is still melee.  In both murmur missions and especially a four Sister Railjack mission, I noticed that other peoples liches would seemingly use my liches voice for half of their broadcasts, while their picture displayed during.  (It might have even specifically been every second transmission.)

The pace of murmur acquisition for seems good.

My understanding is that the new mechanics would prevent us from playing the Railjack missions together if we weren't on the same stage, and maybe can't play any missions together if we were split between liches and Sisters.  This is disappointing, I'd like to be able to help my clan and folks on my friends list with these missions.

Granum Void
This would be a good time for Granum Void 2.0, where you make GV more accessible to more players.    
When Update 28 dropped, I learned the Granum Void game mode solo [Mesa + Xoris], and ran it enough to get the majority of Protea, Stropha, and Stahlta parts before my clan showed up.  Then we discovered that GV becomes more difficult the more people you bring.  The spawning and killing tolerances are tight enough that just moving around the map (like, to join up) spreads the spawns too thin.  And this is assuming that everyone in the party knows what's going on, and has a setup that could have soloed the mission.  So now I have friends who are turned off enough that they just gave up on the U28 weapons AND are going to be really turned off by the new Sister selection process.  
Oh, and having pickup loot drop from enemies in the current Granum Void is a bad idea.  I don't know how much Spectral Debris we "need", but it's just another stressor in a game mode that already a wall to some players.  

My suggestion, for the Sister Candidates at least:
Make a "candidate" hunting mission.  Use the GV tile set, that's fine, but don't use the time-limited pressure-cooker game mode.  Make that mission as long as you feel it should be, given that this is now the purpose of the node, and we'll have to grind it eventually. (Even Cassini seems long, after ten to fifteen sequential runs. Man, I do NOT look forward to pivoting back to fish for the new Kuva weapons.)  It feels like a lot of choices (Mercy-kill to prove their worthy?!?  Do a third of a full GV run?  Making the candidate go poof if some inscrutable criteria aren't met?) are there to make it a "seamless" experience that could be done with a group who mainly just want to do the normal mission.  That's just not a good system.
Having a custom mission would even allow for some mechanic that would allow us to reduce the repetition required to find a specific weapon.  (Maybe... steal Granum Crown, find weapons lab of choice, use coin to lure candidate with some association with a weapon/research type?) 

Tenet Diplos
The visual and sound design are great.  Their unique lock-on mechanic is not great.  At a minimum, please move the lock-on mechanic to secondary fire like the Sepulcrum.  
The pistols would reward accurate shooters (not me), but the lock-on screws up aiming and (I assume) Hydraulic Crosshairs.  The lock-on mechanic could benefit less accurate folks (like me), but it's finnicky and not very effective at killing.  The whole mechanic feels like something I would appreciate in a slow to mid pace cover-shooter, but nowhere in Warframe.

Link to comment
Share on other sites

I didn’t realize this with my first sister but I’m realizing it with my second one.

they require 2 notches from requiems? Why? The final sequence enter before the Railjack mission doesn’t even kill them so it shouldn’t be consuming a charge in the first place.

I wasn’t planning on using my Oull today, but now I have to because the Sister finished the last charge on my Xata and it’s not even dead yet.

NVM. I’m an idiot. Someone in my clan mentioned that their Lich took two charges off their requiems and I thought that’s what was happening to me.

Link to comment
Share on other sites

Larvlings and Candidates:

Please add something to make grinding for the weapon you want more bearable, it's still somewhat okay on Candidates, as they only have 8 weapons in their pool right now, but Kuva Larvlings have a whole 19 weapons that can show up.

Grinding for a 60% weapon can already take 10+ hours just defeating the liches/sisters (well, a good portion less now thanks to all the great improvements), it shouldn't take me 1-2 hours of repeatedly generating larvlings and candidates so I can start doing the actual missions.

 

I understand that you don't want all MR5 newbies to instantly gain access to Bramma and Nukor liches, so I came up with this possible solution that is just an improvement for people that seek out 60% weapons.

 

If you kill a Kuva Larvling or Candidate with a Kuva/Tenet weapon, there's a 50% chance (or something close to this value) that the target will generate the same weapon.

That way new players will still have to grind with the current system, this means that it won't impact low percentage lich sales from new players too much (hopefully) and higher tier players will do liches/sisters more frequently as the mindless capture mission grind will be almost entirely removed.

Link to comment
Share on other sites

I mostly have extensive experience with the prior, lich system, and now I'm past my 10th sister, I feel like I got a decent grasp of the new flow to provide feedback, I'll try to go by the original bullet points provided, but in some cases there'll be unavoidable overlap, and I have no feedback on some points either because of a lack of interest or no progress in that regard yet.

  • Hounds Feedback: As Enemies & Companions
    -I have not claimed any of my acquired hounds yet from the foundry, so no feedback on them yet, I'll leave this here for edit in case I get to them and have notable feedback of any sort.
    -As enemies, they are Specialist enemies, but very hard to distinguish them based on profile on their capabilities (all are just dog shaped, in the visual clutter can't tell what head/tails/legs they got, or fully learn the patter of abilities associated with each part), so you can only really identify them when one of their tricks hits you, can't truly be proactive about them, so it's usually just a straightforward, "hit it until it goes down, and pick up the pieces afterwards" as a sort of reactive play once they are engaged.
     
  • Sister Tenet Weapons
    I have no real interest in them, the aesthetic is cool, just not to my personal taste/preference, if they behave the same as kuva weapons in terms of ranking (with needing forma to unlock the final 10 ranks), I have a mild gripe with that, since I have no interest in using these weapons, for me it feels like a wicked waste to use so many forma in each and every one of them, but since mastery rank 30 can now be easily reached without needing those extra ranks for mastery, it's only bothersome for my completionist nature, and yet I still refused to do it even on the kuva weapons.
     
  • Murmur Reduction
    -Sped up the pace of Lich/Sister progression greatly, but also introduced a handful of issues with it.
       -First of all, now these personal nemeses feel even less of a threat that can be spawned and defeated in less than an hour of game session, and they completely lost any semblance of a long form/major threat, a nemesis you build up a love-hate relationship with.
       -Second, the planet flow change (I'm assuming the showdown bullet point only pertains to the railjack showdown of the system), is a mixed bag, I understand the reasoning for establishing clear level brackets for matchmaking purposes, prior to this change I just accepted that my lich missions could be any level range regardless of my lich's power, or might not even get anyone matched for a given mission.
          -However, in the current/new system, these nemeses are planet hopping like ADHD children that can't decide what planet to play with, as they level, so they lost the sense of them taking over territory, also their territory no longer expands as they gain levels, that also cuts into them feeling like a threat.
          -And what's even more problematic is how quickly this new way of progression will become stale, all new sisters start on Venus, do 3-4 missions of personal preference (for me it's exterminate, survival, and then capture/md if still not leveled up), then on to the next planet, so we keep seeing the same missions/tiles over and over, no variety, while the old system allowed them to conquer any planet, so sometimes it even flipped the occupants of a given tile (grineer on corpus/infested tiles) that for one made it feel like the lich was actually taking over space, and also gave a good variety given how they could occupy any planet, to start with, and expand their territory around that along the solar rails.
     
  • New Requiem Mod Oull
    -As a veteran of the lich system, I have an extensive cache of the regular requiem selection, so for me personally the Oull mod holds no real value in the current system for several reasons.
       -Given the greatly increased rate of murmur acquisition, usually I only get 0-1 blind tries on a sister before I learn at least 1 requiem, after that I can already try for that specific requiem in the first slot, and if it was the right fit, on to a blind try for the second slot, if it didn't fit that's where Oull could come in, I could try to put Oull in the 1st slot as a "placeholder" to allow me to try the 1st revealed requiem in the 2nd slot, on my 2nd sister confrontation, however given the very fast pace of murmur acquisition, by that point I'll have a 2nd requiem revealed and can try that specifically for the 1st slot, and thus any tactical benefit of Oull is lost.
       -There is a potential as a convenience choice to take Oull, in case someone got very lucky and on a blind try they got the first 2 requiems and would take long to reveal the 3rd so why not just use Oull, and some other edge cases, like if someone happens to run out of a specific type of requiem, but all in all given the current pace of murmur acquisition, there's hardly any reason to use this.
     
  • Parazon Rework
    In all honesty, I hardly feel the difference, even these hardened/specialist enemies just evaporate during most gameplay, so the only real combat use case of the parazon is still the thrall/hound finishers; and on that note, all other parazon enabled enemies should adopt a similar approach, rendered invulnerable for a few seconds in a defeated state before they expire, to give a proper chance for executing the mercy kill, not exactly sure how this all should behave in relation to impact procs that could put them into the mercy state far quicker in a way cheesing these hardened enemies, maybe they could recover from the mercy state if it was brought on early via impact procs, but they new/current iteration makes next to no difference, even if I know what enemy types could throw up a chance for the mercy kills.
     
  • New Kuva Lich Showdown Flow (I'm assuming this also includes the sister showdown flow for feedback)
    -For the lich showdown in railjack, the skirmish mission leadup with the 2 side objectives plus skirmish combat objectives takes significantly longer than the sisters showdown, that only involves 2 security nodes, and either 2 crewships or one secondary objective before engaging the capital ship for the on foot showdown.
    -The on ship engagement feels decently paced, my only minor gripe is the teleporting sisters/liches (and only that movement utility, not the other 3 types) can be rather quite vexing since they can move in out of line of sight, making them significantly harder to chase down than any other types during their encounters.
    -The multiple lich/sisters encountered on the same capital ship (one for each player present), further devalues these nemeses as any sort of threat, I wish these sisters/liches were considered more as sort of lieutenants, and defeating them built up a meta progression (similar to how invasions build up the fomorian, razorback armada attacks), and escalate to a greater threat.
    -The dps based damage reduction feels asinine, again I understand the intent like with the level bracketed territory change, but in this case, the foes get a global damage reduction, and don't only throttle the player with the excessive output, and when an ally with the excessive output triggers the highest reduction, and I see my slower, heavy hitting weapon, that normally red crits enemies in the 50-100k damage range deals a whopping 39 points of red crit damage on a 12x heavy attack... let's just say it's disheartening.

    All in all the systems involved generally changed for the better, but I feel like this could be so much more, and far more engaging, keep up the good work.
     
Link to comment
Share on other sites

Why do requiem mods burn a charge when you get the order right and the lich/sister goes to their ship where you have to follow and then need charged requiems to kill them there? I thought my game bugged on the fight until I remembered that my requiem mods died. Seems like an extra step if the player only had the one requiem that died on them.

Link to comment
Share on other sites

It would be nice if the hounds could equip set mods like the the gladiator ones on their weapons.  We finally have new companions that have a separate moddable melee weapon, but they cant equip any set mods unlike the rest of the robotic companions.

Edit: I did not realize at the time of posting that you can't equip Gladiator mods on deconstructor anymore... Why DE... feel like this change should be reverted + make them usable on the hounds too



This next bit of feedback that doesn't seem to have its own established thread, so I figure this is the closest thing.

Having elite crewmates to hire right off the bat is nice, but we should be able to upgrade regular crewmates into elite ones over time. They could make use of what was shown early on with crewmates earning affinity that you could turn into competency points. At the very least, they should be able to earn more points and be able to learn an extra ability to be on part with the elite crew. Ideally, we'd be able to choose what ability they'd learn, since normally you'd just wait to hire a crewmate until it has what you're looking for.

Link to comment
Share on other sites

Quick review: 5 forma to get all the mastery from the weapons is still bs. I will immediately sell all of these weapons out of sheer principle. 

Murmur Progression feels nice. Less thralls with more progress per kill was something I suggested way back when liches first came out. Why did it take this long to make such a small yet important change, and why is it not being carried over to liches yet? 

The new lich planet progression is a step backwards, from a mostly solo player standpoint. It feels stale and predictable, making the game seem less alive. A compromise would be to add a randomized rotation that changes periodically, like ESO, but instead weekly, its a daily new random set of planet paths. 

Showdown is a fun counterbalance to a quicker murmur progression, but it's intolerable that you cannot even help friends with their lich anymore, even if it doesn't give you any progress. It's the first time I had said "what the fack?" out loud when I realized I cant join my friend killing his lich, since... I don't know, DE made vacuum universal to all pets. Baffling, really.

Overall, I give the system a 3/5. 

Link to comment
Share on other sites

QoL For the Tenet Diplos - Make the homing shot registration mapped to the alternate fire function.

 

It's super disorienting how my guns suddenly stop shooting when I ADS due to the auto-homing built in, and to fire full auto (Like I prefer) I would have to aim away from enemies or hipfire into an ADS.

Link to comment
Share on other sites

Holokeys are extremely draining to farm.

For reference, I can do a Veil Voidstorm with a good mission type in ~7-8 min.
Expected value of holokeys per Veil Voidstorm is 0.375 x 6 = 2.25. You need 40 for 1 weapon, so an expected 18 voidstorms. That's about 2 hours per weapon . Couple that with needing multiple copies of the weapons to valence to 60%.

Now that's not terrible grind per se, but you don't have any real sense of progress.

Solution: Make Holokeys a guaranteed drop from voidstorms. Could have it go as follows:
Earth and Venus Proxima: 1 Holokey per voidstorm
Neptune Proxima: 2 Holokeys per voidstorm
Saturn and Pluto Proxima: 3 Holokeys per voidstorm
Veil Proxima: 4 Holokeys per voidstorm

You now have a tangible sense of progress. Do 10 Veil voidstorms and you're guaranteed to get 40 holokeys. Bum the prices of weapons a bit if desired, but I'll take tangible progress over RNG farm.

Link to comment
Share on other sites

5 hours ago, eBlaise said:

I mostly have extensive experience with the prior, lich system, and now I'm past my 10th sister, I feel like I got a decent grasp of the new flow to provide feedback, I'll try to go by the original bullet points provided, but in some cases there'll be unavoidable overlap, and I have no feedback on some points either because of a lack of interest or no progress in that regard yet.

  • Hounds Feedback: As Enemies & Companions
    -I have not claimed any of my acquired hounds yet from the foundry, so no feedback on them yet, I'll leave this here for edit in case I get to them and have notable feedback of any sort.
    -As enemies, they are Specialist enemies, but very hard to distinguish them based on profile on their capabilities (all are just dog shaped, in the visual clutter can't tell what head/tails/legs they got, or fully learn the patter of abilities associated with each part), so you can only really identify them when one of their tricks hits you, can't truly be proactive about them, so it's usually just a straightforward, "hit it until it goes down, and pick up the pieces afterwards" as a sort of reactive play once they are engaged.
     
  • Sister Tenet Weapons
    I have no real interest in them, the aesthetic is cool, just not to my personal taste/preference, if they behave the same as kuva weapons in terms of ranking (with needing forma to unlock the final 10 ranks), I have a mild gripe with that, since I have no interest in using these weapons, for me it feels like a wicked waste to use so many forma in each and every one of them, but since mastery rank 30 can now be easily reached without needing those extra ranks for mastery, it's only bothersome for my completionist nature, and yet I still refused to do it even on the kuva weapons.
     
  • Murmur Reduction
    -Sped up the pace of Lich/Sister progression greatly, but also introduced a handful of issues with it.
       -First of all, now these personal nemeses feel even less of a threat that can be spawned and defeated in less than an hour of game session, and they completely lost any semblance of a long form/major threat, a nemesis you build up a love-hate relationship with.
       -Second, the planet flow change (I'm assuming the showdown bullet point only pertains to the railjack showdown of the system), is a mixed bag, I understand the reasoning for establishing clear level brackets for matchmaking purposes, prior to this change I just accepted that my lich missions could be any level range regardless of my lich's power, or might not even get anyone matched for a given mission.
          -However, in the current/new system, these nemeses are planet hopping like ADHD children that can't decide what planet to play with, as they level, so they lost the sense of them taking over territory, also their territory no longer expands as they gain levels, that also cuts into them feeling like a threat.
          -And what's even more problematic is how quickly this new way of progression will become stale, all new sisters start on Venus, do 3-4 missions of personal preference (for me it's exterminate, survival, and then capture/md if still not leveled up), then on to the next planet, so we keep seeing the same missions/tiles over and over, no variety, while the old system allowed them to conquer any planet, so sometimes it even flipped the occupants of a given tile (grineer on corpus/infested tiles) that for one made it feel like the lich was actually taking over space, and also gave a good variety given how they could occupy any planet, to start with, and expand their territory around that along the solar rails.
     
  • New Requiem Mod Oull
    -As a veteran of the lich system, I have an extensive cache of the regular requiem selection, so for me personally the Oull mod holds no real value in the current system for several reasons.
       -Given the greatly increased rate of murmur acquisition, usually I only get 0-1 blind tries on a sister before I learn at least 1 requiem, after that I can already try for that specific requiem in the first slot, and if it was the right fit, on to a blind try for the second slot, if it didn't fit that's where Oull could come in, I could try to put Oull in the 1st slot as a "placeholder" to allow me to try the 1st revealed requiem in the 2nd slot, on my 2nd sister confrontation, however given the very fast pace of murmur acquisition, by that point I'll have a 2nd requiem revealed and can try that specifically for the 1st slot, and thus any tactical benefit of Oull is lost.
       -There is a potential as a convenience choice to take Oull, in case someone got very lucky and on a blind try they got the first 2 requiems and would take long to reveal the 3rd so why not just use Oull, and some other edge cases, like if someone happens to run out of a specific type of requiem, but all in all given the current pace of murmur acquisition, there's hardly any reason to use this.
     
  • Parazon Rework
    In all honesty, I hardly feel the difference, even these hardened/specialist enemies just evaporate during most gameplay, so the only real combat use case of the parazon is still the thrall/hound finishers; and on that note, all other parazon enabled enemies should adopt a similar approach, rendered invulnerable for a few seconds in a defeated state before they expire, to give a proper chance for executing the mercy kill, not exactly sure how this all should behave in relation to impact procs that could put them into the mercy state far quicker in a way cheesing these hardened enemies, maybe they could recover from the mercy state if it was brought on early via impact procs, but they new/current iteration makes next to no difference, even if I know what enemy types could throw up a chance for the mercy kills.
     
  • New Kuva Lich Showdown Flow (I'm assuming this also includes the sister showdown flow for feedback)
    -For the lich showdown in railjack, the skirmish mission leadup with the 2 side objectives plus skirmish combat objectives takes significantly longer than the sisters showdown, that only involves 2 security nodes, and either 2 crewships or one secondary objective before engaging the capital ship for the on foot showdown.
    -The on ship engagement feels decently paced, my only minor gripe is the teleporting sisters/liches (and only that movement utility, not the other 3 types) can be rather quite vexing since they can move in out of line of sight, making them significantly harder to chase down than any other types during their encounters.
    -The multiple lich/sisters encountered on the same capital ship (one for each player present), further devalues these nemeses as any sort of threat, I wish these sisters/liches were considered more as sort of lieutenants, and defeating them built up a meta progression (similar to how invasions build up the fomorian, razorback armada attacks), and escalate to a greater threat.
    -The dps based damage reduction feels asinine, again I understand the intent like with the level bracketed territory change, but in this case, the foes get a global damage reduction, and don't only throttle the player with the excessive output, and when an ally with the excessive output triggers the highest reduction, and I see my slower, heavy hitting weapon, that normally red crits enemies in the 50-100k damage range deals a whopping 39 points of red crit damage on a 12x heavy attack... let's just say it's disheartening.

    All in all the systems involved generally changed for the better, but I feel like this could be so much more, and far more engaging, keep up the good work.
     

Wtf dude no one is going to read this post 

Link to comment
Share on other sites

I modded for magnetic to take down a sister only to find that I'm not doing much damage to her shields. I heard this was damage attenuation? I thought sentients were the only enemies to resist damage. I don't think this is a good gameplay choice and makes fighting them drawn out and unfun. With sentient you can change your damage types or hit them with void to remove resistances at the very least, but this is like adaptive armor you can't strip or do anything about that has no standing in lore, talked about in any tutorials or indicated that it exists in any part of the game. I feel it's unfair to me that I'm faced with a mechanic that makes weapon loadouts that you've built and modded for the occasion equally as useless as you going into a sister node unprepared for the fight.

Also When I fight a sister of parvos on railjack I want to be able to bring my clanmates and friends but I can't because they don't have a lich there.
I feel they shouldn't have to as if I remember correctly the update talked about the final confrontation as something to do with clanmates or solo.
And the 5 forma per weapon thing to consider the weapon mastered is ludicrous, it feels like I have no choice but to buy multiple triple forma packs.

Also I'm using the parazon more frequently. That part is really nice especially against stronger enemies in lich fights.

Link to comment
Share on other sites

I more than 12 runs for a Gloriana ephemera (cold with Gara Prime and Revenant). It refuses to drop. My frustrations boiled over. A 20% drop chance should not result in such an extended run without the drop. It makes me think that there is something else in the code that is conspiring to keep the ephemera from dropping, ie, it is not truly RNG. I'm done.

Link to comment
Share on other sites

Is Sister Candidates supposed to be a 100% spawnrate after completing a granum void? Do they have the same limitation as Larvlings (only spawning in standard missions)?

Didn't spawn for me while doing the steel path daily alerts, did spawn both Treasurer and Acolyte so possible these override it? I definitely used a Zenith badge and reached level 3 but never saw a Candidate during the rest of the mission.

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...