FURYDANCE Posted July 13, 2021 Share Posted July 13, 2021 make the lock-on mode of Tenet Diplos able to target enemies on screed (like Mesa' s 4) instead of just the recticle. Or simply rework the alt mode of Tenet Diplos, this weapon has so much potential. Currently Tenet Diplos' alt mode is useless against lvl 60+ enemies. Link to comment Share on other sites More sharing options...
TheLexiConArtist Posted July 13, 2021 Share Posted July 13, 2021 2 hours ago, SeidronDaer said: 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. 20% chance = 80% 'not chance' 80% over 12 runs = .8^12 = 6.872% chance of no ephemera in 12 consecutive runs. That's bad luck, but not so bad as to call it a conspiracy. Link to comment Share on other sites More sharing options...
Wyrd_Oh Posted July 13, 2021 Share Posted July 13, 2021 I'm only onto my third Sister (mostly because I'm trying not to burn out on this stuff) but I do have a lot of thoughts already, so here's some loosely organised feedback from a solo player who isn't sitting on a library of rank 5 arcanes and maxed out Prime mods. Creating a Sister Lich spawning often happens naturally and even by accident while going through a Grineer mission, spawning a Sister requires doing a specific bit of side content using a specific item, and that specific content can require specific weapons or builds to even get rank 1. It feels very night/day in how they've been approached and I'm not a fan, an introduction mission or just hint of some kind to point players towards the requirements would have been nice. Because of this, hunting for a certain weapon or trying to get an element with a certain frame takes considerably more effort than the Lich. The Candidate being a model swap for the Treasurer (dropping the same canister on "death" but with nothing coming out of it) felt a bit... rough around the edges. Hunting the Sister PLEASE consider rebalancing or reworking how the Hounds use their abilities. A disarm with no telegraph (and the ability to teleport away, giving it time to reset cooldown), an incredibly strong repelling beam and a knockdown which hits multiple times in a short duration are incredibly annoying things to have to deal with multiple times every mission. The knockdown in particular has stunlocked me into death more than once. The movement of the Hounds (particularly ones that teleport) feels very erratic and difficult to follow. I don't mind an enemy being nimble but this often feels more like jank than intentional design. The "mini-boss" levels of health on the Hounds probably coincides with the increase in murmurs gained, but it would have been nice to see some variety and have a couple regular "Thrall" Corpus spawned in between. This would also help alleviate my first point of the Hounds becoming more annoying to deal with over time. The Oull word being added was a very nice touch for folks that want to try their luck at guessing the order of their phrase when they only have a couple words or are missing the actual mod for one. The increased appearance rate of the Sister definitely helps in giving you opportunities to test your phrase or complete it on her to move to the final confrontation. Having a final confrontation instead of a fairly underwhelming "wait for the lich to spawn and beat them down like usual" was a good idea... Final Confrontation ...but it still needs something to make it actually special. When I confronted my first Sister and saw there were Warframe specters there I thought "Oh hey this might be co- oh wait they're dead already." It was honestly really disappointing and set the tone for the strategy needed; just do damage. On this point, limiting boss characters to 4 stacks of status just pivots everything right back to where it always was with "crit is king" thinking. If you don't want a boss to be status'd to death, give them X% chance to resist a status if they've been hit with the same one recently, stacking but falling off over time. This keeps fast rate of fire weapons from building them too quickly and gives low rate of fire weapons a chance to build them at all. With all the comm chatter about backup and this-and-that, I thought this would be some kind of multi-stage battle similar to Kela De Thaym. After downing the spectres, it just turned into the same kind of fight as the old Liches where you body them into a wall and wail on them til they die. Corpus tilesets do not play nice with those finisher animations. We've all grown a little numb to the jank on these but it really ruins the moment to clip through into nothingness or have the models just not align properly at all. It would have been neat to have them teleport somewhere with flat ground in a cutscene to set up the conquer/vanquish choice. It would have been nice to have an actual special room for these showdowns instead of just a generic piece of Corpus ship as well, which would have alleviated my previous point. Rewards The Hounds might be the most death prone companion yet. Even with a Valkyr at 2000+ armor and Link Armor, these things go down ridiculously fast and I can't think of a reasonable explaination why other than them face checking enemies constantly. Being able to choose the different physical damage typing by using different weapons is nice I guess, but pretty bland. Reflex Denial blocking your shots is absolutely infuriating and ruins what should be a great survival tool for them, mostly because the Hound insists on running towards the enemies you're shooting at. Tenet Diplos This was my first weapon and honestly the one I was most looking forward to from the description. However, firing once per lock-on makes the gimmick all but useless. It would have been much more effective and generally just cooler to have it lock-on X amount of times over a couple seconds to any targets and stacking locks if there weren't any new targets, or alternatively shooting a single burst of shots with punch through that fly through all the targets. Also having the custom reticle show the actual lock-on area (similar to Mesa's Peacemakers) and making the amount of locks more obvious would be an improvement. On a lot of smaller enemies and drones, the shots just wildly orbit the target instead of hitting them and it feels silly the weapon was released this way. There are a lot of rough edges on this update in regards to bugs and the usability and function of the rewards, and I believe it shows that it was pushed out too early to give the team time to finish prepping for Tennocon. I really hope that afterwards, they're given the time to actually go back and really take into consideration the feedback from players, because while this forum is almost overwhelming negative when something releases, I feel like the feedback this update in particular has been pretty bad. Link to comment Share on other sites More sharing options...
ShyPup Posted July 13, 2021 Share Posted July 13, 2021 10 hours ago, (PSN)Poestis said: It does spawn on any coin, you just being hard on yourself by using Zenith coins. No, no it doesn't. They specifically stated "Zenith Coins". So unless they changed something, bad troll is bad. Link to comment Share on other sites More sharing options...
Oorel Posted July 13, 2021 Share Posted July 13, 2021 The Corrupted Holokey farm is a living nightmare and I will just avoid it for now. I don't have any suggestion beyond making it deterministic. Link to comment Share on other sites More sharing options...
(PSN)GingyGreen Posted July 13, 2021 Share Posted July 13, 2021 It's kind of cool that there's an image of the Warframe's helmet on the Hound's head when they're enemies, but it's SUPER FREAKING LAME that the Hound pet you get don't keep the Warframe's helmet when you get it as your Hound companion That was literally the coolest thing about having a Kuva Lich in your team wearing Wukong Prime's helmet like a fancy syandana. Link to comment Share on other sites More sharing options...
(XBOX)The Lylmik Posted July 13, 2021 Share Posted July 13, 2021 I have run into an annoyance with the rng matchmaking when hunting sister murmurs. I go to a mission on my sisters planet and I get randomly matched with another team already on that node. I think great, will do this in a group until I realize that they are not hunting sister murmurs, but are instead hunting a kuva lich murmurs. it turns out that those do not count against sister murmur mod revealing but they still anger the sister. So I lose that node and get the sister angry but am no closer finding out here mods :( Can this behavior be fixed/changed so that if I have a sister node that I am trying to access, I would either not be matched with kuva lich crew? or that the kuva lich murmurs would also increase the sister murmur/mod reveal? Having to do the work and not getting the reward seems like a bad way of doing this. Link to comment Share on other sites More sharing options...
JoeySparks Posted July 13, 2021 Share Posted July 13, 2021 Like others have already said, Tenet Diplos's alt fire is incredibly underwhelming. With how it is currently designed, Sepulcrum has the same gimmick but is superior in every regard, as the homing rounds actually explode as well. Some ideas for alt fire changes: -lock on mode sticks to up to 8 targets, and the marks stick to targets until they die, or until you stop aiming. Diplos fires in full auto rather than short bursts at targets, spreading projectiles to each of the targets, allowing for fast elimination of units. or -lock on mode can stick on up to 8 targets, keeping the burst firing method, but the bullets fired at each target are based on your clip size. If you have 92 bullets, and two targets marked, each target is hit by 46 bullets. These bullets automatically deal weak point damage, regardless if the bullets actually hit the weak point. Link to comment Share on other sites More sharing options...
ShyPup Posted July 13, 2021 Share Posted July 13, 2021 Let's talk about the Sisters hound abilities, shall we? Why is it that when they use an ability it absolutely nukes almost every single one of my frames, but when my own hound uses the same ability it barely tickles an enemy? DE, you do realize that the player is supposed to be the one having fun, not the AI, right? Having a tiny, unavoidable ball of lightning shot at me that does nearly 300 damage per second from electric procs and then bounces off a wall to come right back to me? Not fun. Even less fun when I get the ability on my own hound, and it might as well be trying to help my enemies jump start their car instead of kill them. Link to comment Share on other sites More sharing options...
DLOArceus Posted July 13, 2021 Share Posted July 13, 2021 11 hours ago, WildCard-27 said: Please get rid of the granum void gatekeep. It's too difficult-even with an endgame loadout. I want to spend my time hunting my lich not trying to unlock one. Are you trolling or what? Xoris oneshots every specter in the area with one hit. You don't need any "loadout" whatsoever outside that of the weapon and i doubt the weapon even needs it in the first place. Link to comment Share on other sites More sharing options...
Oorel Posted July 13, 2021 Share Posted July 13, 2021 Please just stealthily, very sneaky-like remove Kuva Grattler, and just get a Kuva Sobek in there instead. thank you. Link to comment Share on other sites More sharing options...
TheLexiConArtist Posted July 13, 2021 Share Posted July 13, 2021 15 minutes ago, Oorel said: Please just stealthily, very sneaky-like remove Kuva Grattler, and just get a Kuva Sobek in there instead. thank you. Funny way of saying 'Kuva Hek'. Cracks me up that people are whining so hard about that syndicate mod when there are so many other potential weapons that could have been Kuva'd that don't have a variant already. Link to comment Share on other sites More sharing options...
(PSN)BdotRASS Posted July 13, 2021 Share Posted July 13, 2021 The drop rate for the new lich ephemeras is really crap. I'm on my 12th sister and still no ephemera. Also matchmaking for the rj showdowm mission is horrendous. There's always a 5 minute loading screen and 2/3 of the time you just get caught in a loading loop, where crashing the game is the only way out. Any chance either/both of these are going to be fixed any time soon? Kinda losing the will to log on here. Link to comment Share on other sites More sharing options...
(PSN)BdotRASS Posted July 13, 2021 Share Posted July 13, 2021 1 hour ago, DLOArceus said: Are you trolling or what? Xoris oneshots every specter in the area with one hit. You don't need any "loadout" whatsoever outside that of the weapon and i doubt the weapon even needs it in the first place. Bold of you to presume anyone has the xoris. Link to comment Share on other sites More sharing options...
Petroklos Posted July 13, 2021 Share Posted July 13, 2021 So, after doing one Kuva Lich, three Sisters of Parvos and trying ten or so times to get another new Lich, here's my feedback: Acquisition: I like the method of acquiring Sisters of Parvos and I think that the Kuva Liches would improve by having something similar. It's thematically interesting, it breathes more life to otherwise dead Game Modes and it gate-keeps new Players from throwing themselves into something they can't handle. I would make it so that Kuva Larvlings only appear on Kuva Siphon and Kuva Flood Missions. But, trying to get a specific Weapon, or even just any Weapon that I don't already have, is miserable. An endless loop of doing Missions that I gain nothing of value from, just to roll a Weapon I don't want, again and again, with no progress in sight, hoping that RNGesus might smile upon me this time around. It really feels awful to have such RNG, just to get started on the journey for the thing I want. A way to influence which Weapon we get, or at least reduce the pool of possible Weapons is direly needed. Progression: The faster Murmur Grind is fine. Since we're so far away from the idea of Liches/Sisters being long term Nemeses, making the whole system faster is nice to have. There's still no reason to Rank Up our Liches, no Risk-Reward structure to give us a reason not to deal with them as fast and easily as possible. I would do the following: Increase their Weapon's Elemental % by their Level (eg: 37% -> 38% -> 39% -> 40% -> 41%) Reroll for Ephemera on Nemeses' without one Increase the return of Stolen Loot by +20% per Level (120% -> 140% -> 160% -> 180% -> 200%) Nemesis Level Up is too slow for how fast the Murmur Progression has become. The only time my Nemesis went beyond Level 3, was when I intentionally mismatched my Requiem Mods. Combat: The Hounds are a great addition to the System. Depending on their Configuration and the Sister's Abilities, they can even be more interesting to fight than their owners. It'd be great if the Kuva Liches' Thralls were changed to be closer to Mini Bosses, like how the Hounds are. I would consider reusing the Nightwatch Corps Heavy Units for this role, enhanced by the Lich's shared movement Ability. Or maybe spawning a whole Squad of them, like the Syndicate Assassination Squads. Their increased survivability is nice, but incredibly over tuned at Rank 5. The Final Confrontation on Railjack feels a bit disappointing. Their Capital Ships feel more like set-pieces rather than an actually dangerous Capital Ship of our Nemesis. This can be partially fixed for the Sisters by giving them an Obelisk instead of their current Stanchion, thanks to the Obelisks' giant multi-beam laser. There's no connection between the Nemesis and their Ship. The battle against the Sisters is neat thanks to the Specters and the Hounds But the Kuva Liches' Final Confrontation being on Railjack just feel tacked on. I really miss the "This Lich is a Tech Specialist, so he's directing the Ship's Power to his Defenses" concept from TennoLive 2019. Overall, the changes and additions to the Nemesis System are an improvement, but there's so much more space to grow. Finally, the Parazon and Impact changes: I love them. I went from doing a couple of Parazon Kills per play-session to a hand-full of Parazon Kills per Mission. But Parazon Finishers are still kinda useless for those missing the Blood for Stuff Mods. I'd strongly recommend just making these three Mods an inherent Mechanic of Mercy Kills. On Mercy Kill (No Mod Required): Reload your Guns and 100% Drop Chance for a Universal Orb. Existing Blood for Stuff Mods could be retooled, buffed for even more, or just removed. Blood for Ammo fully refills all of your Magazines and Ammo, Archgun included. Maybe a short duration of Ammo Efficiency as well? Blood for Energy has 100% Chance for an additional Energy Orb. Blood for Health has 100% Chance for an Empowered Health Orb. Another alternative solution would just be to fix their Drop Chances. 1.6% Drop Chance for Blood for Energy from Ambulas, is awful. Allow us to Cancel/Bypass Enemy Animations with Parazon Finishers Far too often, Enemies that are Marked for Mercy, will die from DoT Effects because they're doing some Animation and I can't execute the Parazon Finisher until they finish. This is especially punishing when using Heat on any Weapon, as they'll go in the Heat Status Effect's Panic Animation as the Mercy Mark appears and they'll die from the Heat DoT while I'm mashing Interact. And it gets even worse if the Enemies have any amount of slow on them, be it from Cold Procs or Warframe Abilities, as this will draw out the Animations even longer. I've yet to play around with a high Impact+Status Mercy-Primer build, but that sounds like a viable and fun Build idea. The more impactful Parazon Kills can be, the more viable such an idea would be. Buffed Impact has become one of the better Status Effects in my eyes. It's still outshined by Slash, but Slash is just incredibly strong. It's better than Puncture, but Puncture kinda sucks in general. Please buff Puncture next. Or at least make it more interesting. The stronger and more rewarding Parazon Finishers become, the stronger and more viable will Status Impact Builds be. Overall a massive improvement to the System, that people have seemingly written off as unimportant. Link to comment Share on other sites More sharing options...
rstripn Posted July 13, 2021 Share Posted July 13, 2021 I've done 14 liches and 2 sisters since the update. Before that I'd finished 96 liches. Overall recommendations: 1) Increase murmurs to somewhere between old requirement and new. 2) Reduce OULL drop rate by 50%. 3) Double drop rate of Requiem Ultimatum. Link to comment Share on other sites More sharing options...
(PSN)moonlitxshadow Posted July 13, 2021 Share Posted July 13, 2021 Why aren't vets getting helminth xp from already subsumed frames? Why punish vets and give newer players an unfair advantage? Infusing and removing abilities over and over just to level up helminth is a huge waste of time and resources. Feels like a huge middle finger to players that have stuck around with you. Link to comment Share on other sites More sharing options...
Cattlefish Posted July 13, 2021 Share Posted July 13, 2021 Honestly, the Oull requiem was a good addition. This lets me save time while grinding liches in order to farm the ephemeras and the 60% extra elemental. I was surprised to see how fast the sisters' progression was, only needing 7 murmurs (I think) for the first requiem instead of the 30 that the kuva liches have. I'm doing a kuva lich at the moment and the progression still feels really slow. I might suggest adding a kuva version of the hounds, bulky and harder to kill that require less mumurs like for the sisters. Link to comment Share on other sites More sharing options...
SeidronDaer Posted July 13, 2021 Share Posted July 13, 2021 9 hours ago, TheLexiConArtist said: 20% chance = 80% 'not chance' 80% over 12 runs = .8^12 = 6.872% chance of no ephemera in 12 consecutive runs. That's bad luck, but not so bad as to call it a conspiracy. I'm at 20-25 runs without an ephemera dropping. Still a conspiracy? Link to comment Share on other sites More sharing options...
Marvelous_A Posted July 13, 2021 Share Posted July 13, 2021 Whatever thing you need to do to spawn a sister, remove it. I've just started with the first sister and I can already tell getting the last few Tenet weapons from sisters will be a practical hell. It already takes hours to spawn the last Kuva weapon and with the Granum Void cr@p thing it gonna take days just to even create the right sister. Link to comment Share on other sites More sharing options...
addamrobin2 Posted July 13, 2021 Share Posted July 13, 2021 you know what good actually came from the last minute epic fail damage reduction change that they applied to liches and sisters? it brought back banshee, nyx, and ash back from the void Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted July 13, 2021 Share Posted July 13, 2021 1 hour ago, (PSN)BdotRASS said: Bold of you to presume anyone has the xoris. You have to have gotten it to even access the Granum Void so yea, everyone doing Sisters should have it. If you sold it, Simaris has it in his shop Link to comment Share on other sites More sharing options...
Sojufueled Posted July 13, 2021 Share Posted July 13, 2021 It's impossible to remember what Lich/Sister weapons I have. There are like 20 of them new. When I kill a candidate, I wish there was some way to see what the element and % bonus I have on my weapon of that type. Link to comment Share on other sites More sharing options...
R0AHN Posted July 13, 2021 Share Posted July 13, 2021 Liches are much too patient when compared to Sisters and frankly the Thralls should be giving the same number of murmurs. They rarely want to show up since their rage meter barely ticks up when completing a mission. It takes way longer to finish a Lich than a Sister. Also the sheer number of Kuva weapons now means it takes longer to find the weapon you want than to actually finish the Lich. Link to comment Share on other sites More sharing options...
TheLexiConArtist Posted July 13, 2021 Share Posted July 13, 2021 1 hour ago, SeidronDaer said: I'm at 20-25 runs without an ephemera dropping. Still a conspiracy? Assuming 20% chance of ephemera over 20-25 runs, 1.15% odds - 0.37% odds of not seeing a single one yet. That sucks, but still isn't astronomically improbable given the quantity of players engaging with it. Link to comment Share on other sites More sharing options...
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