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


[DE]CoreyOnline
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For sisters it does seem like good system, except for lack of choice which weapon will she have which is really bad when you added the parvos granum as additional condition.

For Kuva Liches, they don't seem to get angry, after doing 7 missions my lich finally managed to get to fumming state where sister is at it after 3-4. I'd suggest to increase murmur gain and anger increase of thrall to this of a robodog or if not just increase the anger meter. While sisters seem composed liches for sure don't so i think we should be set more on meeting them almost every 2nd mission. That way we would avoid problem which is the durration of finishing sister vs finishing lich...which right now seems to be at 2:1 ratio.

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Ok, I'm stumped. Got my third Sister at rank 5 and none of my weapons or frames even make a dent and the Sister one-shots me regardless of frame or tactics. I'm up for a challenge but this is stupid, frustrating and it's not enjoyable.

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The kuva lich anger gain is way too low compared to sisters right now.

I encounter my sister usually on the 2nd mission, sometimes the 3rd when I arrive on a new planet.

 

To get my kuva lich to spawn on earth, I need to do 6+ missions, sometimes I get lucky and they show up early, but usually I quickly hit the point in which I'm only farming anger for multiple missions without needing any murmur anymore.

 

Edit:

Feedback about confronting your lich and sister in Railjack:

 

Confronting 4 sisters with a random team is more rewarding than going solo, I spend a lot more time on the mission, but I also get additional hound parts to build the "hound of my dreams".

However, converting a sister should also drop a hound part blueprint, it's pretty annoying when pubs convert their sister and I end up getting less rewards as a result, I personally solo the confrontation when I play to convert.

 

Confronting any amount of liches in a pub is just wasting your time, there are 0 additional rewards for pubbing and I do them all solo. I suggest just letting them drop some kuva on kill AND convert so pubbing and spending more time is worth it.

Edited by 16Bitman
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1 hour ago, 16Bitman said:

Confronting 4 sisters with a random team is more rewarding than going solo,

Obligatory reminder that "More rewarding in a squad" is logically equivalent to "Punishing for being in solo/incomplete squad".

It's generally not a good thing. Fewer players is already (generally) an inherent hindrance to capability and celerity in getting things done. Adding a more direct shortfall of reward is  just unnecessary salt in the wound.

 

Scarlet Spear was a perfect example: Up to 75% slower missions (therefore rewards) just because you physically couldn't place 4 OpLinks down unless you carried along a bag of meat behind a keyboard to hold each extra one for you. And the mission was not any easier with fewer players - quite the contrary after Limbo Stasis was nerfed so you had to actually try.

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Move sync of lich/sister status to end of mission. It is very frustrating to go thru host migrations, yes sometimes multiple, when host quits mission after getting lich/sister spawned during mission and finishing the encounter.

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Wanted to share my Latest Lich hunt:

-Got a sister with nice weapon and ephemera

-Farmed up the first 2 murmurs before stabbing so I could maybe one shot her. 

-Started testing the sequence 

-Got the absolute worst sequence AGAIN where the 3 mod is the 1st in sequence.  I could have used an Ooll for the 1st mod but I had to piss off Lich so I learned the 3rd mod anyways. (2 failures there which made Lich Lv3)

-Testing the 2nd and 3rd sequence mods I would have had to wait for Lich to get pissed so I dropped an Ultimatum... I was in a Full squad... just dropped in.... Nobody had a lich or hound target at the time so I popped the ultimatum..... NOTHING.  Lich Never showed.... wasted my ultimatum..... -1 from inventory.   Lich turned Lv4 

-Knew the sequence by now 100% just once again had to wait for the Lich to be pissed.  The lich finally shows, again im in a full squad.   We down the lich and I go for the stab.  First two stabs work fine and then the lich bugs out,  cant interact with it cant kill it.  After the mission is says I just never stabbed him a 3rd time.  (cuz it glitched out)

-Lich was still Lv4.. did another mission stabbed it again and this time it stuck,

=========

There are just several problems with all of this process...

1. Oolls mods are barely useful and dont help make the process shorter.  (They should eliminate 1 spot of the sequence so your sequence is only 2 mods.   OR equipping an Ooll prevents your Lich from leveling up so you can do as many stabs as you want.)

2. Lich aggro is completely out of sync with how fast you gain murmurs so you have to do a bunch of pointless missions when your ready to test sequence just to piss your lich off.  

3. Stabbing animations/sequence attempts can glitch/bug out

4. Ultimatums are not 100% effective at drawing out Lich.  You only earn one per lich and it only has one use...  (they should have charges like mods.  Actually what an ultimatum should do is instantly max out your Lich aggro and or make him instantly appear.   This way even if it doesnt show, being 100% angry it pretty much will the next time)

==========

I've killed 4 sisters.  I used 2 different progenitors.   I got 4 of the exact same Hound Head/weapon on Lichs....    I've gotten several parts to a hound,  0 heads.

I went and checked and Leggs doesnt do anything special if you try to hand in a built hound.  Like breaking it down into parts or something.   So all those extra hounds/weapons you get from farming Sisters just have to be deleted from inventory if you dont need them for mastery??  

We should NOT get a fully built Hound from defeating a sister.   We should get the 4 parts for the hound (built?) and then we could use our pieces to assemble our own dog.   The one our Sister had.... or if we have taken out several sisters then we could make our own dog.   

The Sister giving a fully built dog and earning random parts at the end if a really bad method/grind.  

============

As soon as veterans work their way through getting most of the sister weapons(which they can do faster than ever before), sisters are going to become a nightmare for Lower level players.  

 

 

 

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the melee tenet weapon grind is bafflingly not user-friendly.

I 100% understand that you need players to play recurrently to among other things keep up your statistics, please investors, and whatnot. but this is DETRIMENTAL. the way this is made is effectively making me, and various friends of mine, actively AVOID this grind because not a lot of things in this game feel as thankless and as wasteful of our time and effort.

I've acquired my first 40 corrupted holokeys today. by now, I've acquired E V E R Y single tenet weapon that was released with the sisters, as well as E V E R Y new kuva weapon. I've forma'd and maxed all that gear, and only NOW have I managed, over a full week later, to acquire all the holokeys.

the reason I think this system is completely overtuned ultimately boils down to several layers:

 

1 - the fact void storms are possibly the WORST mission you could embark on as of now.

mind you, this isn't even normal fissures. this is railjack void storms. for a lot of reasons, these missions are terrible and NOT worth doing: they provide the same reward as other fissures (ONE relic open) but basically consist of multiple missions back-to-back. a railjack sequence against several crewships; followed by a priority target that could be the corpus "destroy the scrambler drones while Cy hacks" which takes over 3 minutes to complete (that's more than most normal fissures take BY THEMSELVES start to finish) and ONLY THEN can you actually board the main ship and do your Exterminate or Spy or what-have-you - which hooray, takes another few minutes to complete.

this is NOT solo-friendly and takes over 12-15 minutes to do in pluto or higher; and lower-level missions reward less holokeys, so you'd have to do even MORE runs regardless.

even with a working group, they take their sweet sweet time to be completed.

FURTHER, they are EXTREMELY GPU INTENSIVE and not well optimized. they are riddled with visual noise, actively give people motion sickness and headaches, and the only worthwhile mechanic they add is "here, have a random blast that hurts you because you turned a corner, hope you had shields".

the fact they are a waste of time, cannot compete with normal fissures, and actively make people dizzy or overheat older machines makes them ideally avoided.

 

2 - the fact holokey drops are entirely RNG, and openly compete with other drops, meaning wrether your efforts amount to ANYTHING is entirely an all-or-nothing affair.

this in my opinion is what makes actually trying to farm these holokeys most degrading: the lack of meaningful progress for your efforts. excluding the fact that "near 40%" drop chance hardly seems to add up to what actually happens (feels more like 10%, honestly), that means there's a 37.5% chance that your time was *NOT WASTED*... and the remaining percent, you absolutely wasted time and did not come an INCH closer to your goal. this feels incredibly frustrating. it could have been done in a thousand different ways to not give off this vibe. all this experience tells me is "go do something else, because opening normal relics is worth your time, opening requiems is worth your time, doing sorties is worth your time". those give me SOMETHING, every single time, that I do want and use. void storms ALMOST NEVER DO.

 

3 - the fact each weapon costs a whopping 40!!!! holokeys to purchase.

high prices are only high if relative to how easy the currency they cost is to procure. the issue is, considering how long a single mission can take, how many holokeys can drop, and how many times you must repeat a mission... here's the thing: EVEN IF A HOLOKEY DROPPED EVERY TIME AND YOU WERE DOING VEIL, YOU'D NEED A MINIMUM OF 7 VOID STORMS TO GET ENOUGH FOR ONE WEAPON. at 15 minutes each fissure, that's almost TWO HOURS. in that time I could complete TWO sisters, and I'd even get showered in requiem relics that I can then open for requiems that I sell for plat. that's assuming I'm INCREDIBLY LUCKY. in truth, earning a SINGLE tenet melee weapon can take you upwards of SIX HOURS. it took me EIGHT to get 40 holokeys. I'm sorry, but this is simply insulting me for my efforts and needlessly wasting my time. moreso because these weapons aren't even the be all- end all of melee - you can even get better weapons in a third of the time. I'm not saying the price is TOO HIGH, but I'm bringing up that RELATIVE TO HOW EASILY YOU GET THE HOLOKEYS, THIS IS INSULTINGLY EXPENSIVE.

 

4 - the fact that you can't even choose the element your weapon spawns with.

this is absolutely INSULTING and DIRTY, DE. I know exactly what I want in my weapons, and because I do, I enjoy going around killing liches and queenpins. instead, you have us rely on a WEEKLY ROTATION. so, get this: not only I have to spend god knows how many hours grinding holokeys, now I also have to wait GOD KNOWS HOW MANY WEEKS for the right element to appear. great. fantastic. not only you insult my intelligence or ability to read up on the kuva lich progenitor and take that choice away from me, you make that choice locked for a FULL WEEK, and TOO BAD if I KNOW WHAT I WANT and what your store offers isn't it.

this is the first time I grind enough resources to purchase an item that I now ACTIVELY DO NOT WANT TO PURCHASE because doing so would be a waste of the currency I spent hours earning. more frustratingly, I have NO IDEA when on earth the elements I want will be on rotation, or how long it'll take to happen. so as far as I know, I spent 8 hours grinding for a weapon that I can't have for possibly two months or more.

...I...don't think I even have the words to describe how backwards this is.

I have over 1700 in-mission hours. I've slain over a million enemies through crit builds, status builds, hybrid builds, raw damage builds, finishers, stealth, AoE, single-target, and ability usage. if it is a way of killing enemies, I've almost certainly done it hundreds of times and have a build for it. I am MR27. I solo Steel Path missions for FUN. I've completed the entire kuva lich and corpus sister collection in my desired elements. I'm sorry, but not letting me choose the element I want in these weapons means one of two things: one, that you expect someone that actually can acquire these weapons  to be TOO STUPID TO DECIDE WHAT ELEMENT THEY WANT (meaning: someone that owns a railjack; that has the railjack gear to tackle veil missions; that has the warframe and weapon setup to tackle lvl 110+ content; and that has the MR required to even redeem these weapons)... or, that you think taking that choice away will encourage me to spend more time grinding this system.

...again, I don't think I even have the words to describe how backwards this is.

 

and adding insult to injury:

5 - even if you've suffered through thirty or so void storms to get the holokeys and spent two or so months of weekly rotations waiting for your weapon to magically have the element you want, the magnitude of that elemental damage is itself a RNG roll and could very easily reward your weeks of waiting and grinding with a MINIMUM DAMAGE VARIANT.

I just-

why

why are you doing this?

if you don't want people to get these weapons, perhaps don't add them to the game?... just why?... this make rivens look like controllable RNG in comparison! because if I get a subpar roll and the weapon in question REQUIRES a good roll to perform well, oh, *fantastic,* now I have to grind ANOTHEr 40 keys to subsume into it... and keep doing that until things are as they should be.

 

 

DE, these 4 weapons can take half a year to be acquired in the element people desire. this is just ridiculous.

 

 

 

 

 

 

 

here's a proposed solution.

 

1 - each tenet melee costs 40 corrupted holokeys. the price is not changed.

2 - the element in your tenet melee is dictated by the warframe you're controlling upon purchasing the weapon. there, problem solved. you got this right with the liches, and it's baffling that you decided to backtrack on this.

3 - corrupted holokeys are now a GUARANTEED MISSION REWARD that DOES NOT compete with other drops. more holokeys can still be gifted as a bonus. I'd say 1 holokey guaranteed for Earth and Venus, 2 guaranteed up to pluto, and 3 guaranteed in pluto and Veil. reward amounts are HALVED from their current values.

right now, if you're lucky, two pluto missions reward 12 holokeys, but the RNG for that is abysmal and most likely you get nothing. with this, the BARE MINIMUM you get 6 in two missions, which is better than zero, yet less than if you were lucky. reducing rewards by half, , you'll be getting 3 holokeys as a bonus. if you got super lucky, in this new system you still get AT MOST 12 holokeys in two missions, in the same RNG luck circumstances as now. it's just that NOT being lucky with your RNG still provides meaningful progress. you still need about 7 void storms complete with full reward to earn a weapon - so the best RNG scenario is the same - but now, you can actually get your weapon in about 14 runs even if RNG NEVER works in your favor. that's still several hours, but it's at least building up to something, and likely that at least now and then a reward pops up.

that's it, DE. people will take EXACTLY THE SAME RNG DROPS to get their things, and as such you still get your numbers. you also spare your players from wanting to commit suicide 64% of the time they look at the mission results screen. you lose NOTHING on your end, but we players actually stop losing our hair and sanity over this.

 

 

please do the right thing, DE.

Edited by NovusKnight
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On 2021-07-13 at 5:41 PM, Petroklos said:

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.

Addendum feedback to this, after using the Parazon way more, trying some Impact-Status specific builds and doing three more Sisters.

  • We really need a way to influence our Nemesis' Weapons.
  • The Nemesis-Level-Up to Murmur-Grind ratio is fine after all, it's just Oull that breaks it.
  • The Requiem Ultimatum is a great addition to the system.
  • Confronting Sisters is way more interesting than confronting Liches.
    • The fact that they spawn in with a Hound and seemingly spawn new ones every time you hit them with a correct Requiem Mod, is a great reason why they're more interesting to fight.
  • The Final Confrontation on Railjack will spawn Points of Interest, specifically for the Corpus, but they reward absolutely nothing.
    • Adding optional Points of Interest on Grineer too and then having their completion somehow weaken the Nemesis, would be a great change to make the Railjack Part of this Final Confrontation feel less tacked on.
  • love how much tankier they Nemesis are now.
    • At first I thought it was too much, but after tweaking my Loadouts to counteract it, it's fine, even vs Level 5.
    • It promotes use of otherwise less used Warframes and it's the first time I've had to design my whole Loadout around a specific goal, since Profit Taker.
  • But their new Resistance Scaling seemingly punishes High Damage Single Target/Bullet Weapons disproportionately to other Weapon Types.
    • This feels extremely off, as these are also the Weapons that suffer against the regular "vs large crowds" gameplay, and one would expect them to shine in this "vs one target" specific use case.
  • Now that Sisters have showed that a faster and non-lethal takedown / throw on a wrong Requiem Stab, is fine with everyone, can we have the old "back breaker" of the Kuva Liches back? Non lethal as well, animation sped up or trimmed.
  • Mercy Finishers need to be able to bypass Enemy Animations.
    • Heat and Electric Status Effects make Parazon-Marked Enemies completely un-interactable. More often than not they'll die by the DoT while I'm mashing interact.
    • Stuff like Wisp's Shock Mote, with its constant application of Electric Status Effects, leave almost no opening between the stagger animations, to execute the Parazon Finishers.
    • This is also an issue when any type of Slow comes into play, mainly Gloom as it is infuse-able on any Warframe. Any type of Enemy Animation, such as Staggers, Knockdowns, Special Attack Animations (Charges, Stomps, Slams, etc) will make them not eligible for Mercy Kills, even if Marked, with the Slow furthermore drawing this out.
  • Corpus need more Units that are available for Parazon Finishers.
    • It'd be nice if Infested had more as well, but it's not needed.
Edited by Petroklos
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The RNG acquisition mechanic for how you spawn a kuva/tenet weapon is ridiculous once enough weapons start to stack up in the pool. I had a lot of fun farming the new Sisters weapons since there's only 8 in the pool and all were new to me. Now that I'm trying to farm and valence fusion kuza zarr and that's the only weapon I want out of the entire pool of kuva weapons, the process has become an extremely frustrating process that's basically pushing me to uninstall Warframe again. Just running Grineer missions nonstop and aborting when it's not the one I want, and then when I do get it, it's a 25% weapon that after a few hours of grinding will barely improve my current one by a few %. It feels extremely disrespectful of my time as a player when there's so many other games out there to play.

I guess the only way out of this is buying it for plat from another player (which I assume is probably the whole point since it's a f2p game), and trust me, I have spent several hundred plat already buying both kuva and tenet weapons for ephemeras and a higher % that RNG wasn't giving me, but I guess it comes a time when enough is enough. 

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After playing both the new Sisters system and the new Lich system, I have some feedback.

The new Sisters system feels pretty good. I wish that the number of planets controlled by your Sister of Parvos increased like it did with the old system, and I wish that the Sisters had a more lore-friendly method of being defeated (not using the requiems), but otherwise it was great. Getting to farm a new pet, pet parts, and a new weapon simultaneously is nice (especially since the new robodogs are the best pets around). But the best part is that the Sisters of Parvos progressions feel balanced and fun.

To contrast, the new lich system is a series of steps backwards from the previous system in place, and its painfully obvious how much it suffers now when compared to the current iteration of the Sisters of Parvos. Firstly, the whole only having one planet at a time thing sucks. Secondly, murmur gain vs anger gain is completely unbalanced right now. It takes almost no time at all to get requiem mod progress, but getting lich anger was made more difficult than the previous system made it. I am fairly confident that the reason for this is that the lich anger was balanced around a combination of the previous murmur gain and the fact that planets are not removed upon fighting your lich. In the new system, since your lich leaves its planet as soon as it is defeated, any thralls killed in that mission after your lich leaves no longer count towards anger progress since your lich no longer owns that planet (which was not the case in the previous system). On top of this, anger gain was not changed along with murmur gain, so the amount of murmur progress may have been increased, but that only compounds the anger gain deficit and makes fighting your lich into an annoying waiting game where requiem ultimatum is almost required to fight your lich at all. In conclusion, this makes it so that the lich progression feels unbalanced, especially when compared to the Sisters progression.

Both railjack missions are awesome though! And I really like that the corpus fights tend to take place in rooms with command structures. I wish that the liches did the same thing (just have them spawn in the same places that the grineer captains do).

Also please allow us to have both a lich and sister simultaneously. I like to just have them up and available at all times so that I can play them when I'm in the mood. I don't really see a reason why we wouldn't be able to have two active at once, and that would allow me to both run a lich with my friend and a sister solo since my friend is more interested in the liches.

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On 2021-07-17 at 10:14 PM, -Damocles- said:

I just accidentally got a lich I DIDN'T WANT.

  • I thought it was a treasurer, and tried to pick up what I thought was a prompt for a crown.
  • They Share the same model and UI marker
  • The action is not held versus pressed as larvlings are for this specific issue
  • The spawning of the liches through granum breaks the flow of game play, adding 1-2 minutes of effort, and sometimes its too close to the exit that it outright doesn't spawn
  • I was so fed up with farming the granum crowns that I turned off my brain from lack of interest. Should have paid attention but the game design made it too difficult to want to play this

Lastly the Tenet Melee being in the shop makes it really hard to get the elements we want. Still waiting for Cold to arrive

You can still rank up and forma the weapon that you want and then just valance fuse it when ergo offers the element that you want.

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I've been wanting to make a note out of this for a while, but I completely forgot until it happened to me again today:

  • When downed, a Sister candidate still causes Nova's Null Stars to shoot out towards her.

I am not sure if this behavior is intended, but I'm gonna guess not, since I haven't seen that happen with Lich candidates.

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Reduce the amount of teleporting that is done by the sister liches, I know the DR on liches is absurd but the teleporting is way worse if you can't even deal enough damage to start dealing damage to health before the sister goes into an "invulnerable phase" that restores shields to full health from zero.. Both, my CC and damage buffing abilities should have an effect on them not both of them being nonexistent when facing them.

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Kuva lich progress is glacial compared to Sister progression.

Sister/lich teleporting needs looking at because they spam it like mad and often end up off the board so I can't engage before they get full sheilds back.

Glast's weapons arent fun to get. Either reduce the amount of keys needed or have a guaranteed drop of 1 or 2 keys in each void mission perhaps?

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21 hours ago, NovusKnight said:

mind you, this isn't even normal fissures. this is railjack void storms. for a lot of reasons, these missions are terrible and NOT worth doing: they provide the same reward as other fissures (ONE relic open) but basically consist of multiple missions back-to-back. a railjack sequence against several crewships; followed by a priority target that could be the corpus "destroy the scrambler drones while Cy hacks" which takes over 3 minutes to complete (that's more than most normal fissures take BY THEMSELVES start to finish) and ONLY THEN can you actually board the main ship and do your Exterminate or Spy or what-have-you - which hooray, takes another few minutes to complete.

That is more a fault of Corpus railjack than anything else. It's clunky, slow and requires the entire squad to go on to the enemy ship at once. There's a reason why I haven't attempted a single Corpus space mission past the very first one that I tried. Grineer, on the other hand, lets you launch someone to handle the galleon and someone to handle the pulse turbine while those in the ship handle the space enemies and then shoot the radiators off the turbine when they get a free moment. Much easier, much nicer.

That seems to be the trend lately - make Corpus so annoying so that nobody in their right mind bothers with them.

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so the rank 10 command intrinsic is not worth for several reasons as follows
1) I was under the impression that they would be better than the regular however the 2 that I could afford are no better than the ones I had before actually they are worse none of their skills were maxed except endurance the stat that does not matter that much.
2) as I said in the above reason they cost millions of credits and like 100x the mats for no real bonus.
3) they only have 3 attribute points still

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10 minutes ago, Emperor_of_Destruction said:

so the rank 10 command intrinsic is not worth for several reasons as follows
1) I was under the impression that they would be better than the regular however the 2 that I could afford are no better than the ones I had before actually they are worse none of their skills were maxed except endurance the stat that does not matter that much.
2) as I said in the above reason they cost millions of credits and like 100x the mats for no real bonus.
3) they only have 3 attribute points still

  1. They can be maxed in three different competencies at once thanks to their extra base points. They also have perks ranging from "meh, sure" to "Yes please I'll take 50% damage buff on my turrets, thank you."
  2. The material and credit costs are barely relevant (oh no, slightly less to throw into Helminth, whatever will I do)
  3. That's your bonus points, of course they don't have any more flex points.

 

What you should be saying is that crew Sisters and Liches are basically irrelevant with these capable lads and lasses around. All they have to offer is an unmodded weapon and a handful of bootleg abilities that might be useful or useless depending on their origin.

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A cooldown must be set on the movement ability and on the defensive ability of the sisters/liches.

Toxin or cold sisters with teleport or leap will simply spam the movement and molt/undertow making the fight slow and tedious. It isn't hard, simply frustrating.

 

Finding the right requiem should lower by 33% the max shield of the sister/lich to give a sense a progression.

 

10 sisters/liches : no Oull drop. Droprate should be significantly better, Oull makes the whole farm passable and less frustrating.

Or make Oull buyable with holokeys.

 

Railjack part is uselless, I understand you are very proud of your Railjack, but it is simply a normal mission with an extra annoying step. Or make the railjack fight the main focus and remove the on foot part.

 

Hounds are nice, and give decent murmur. Liches are still very very slow (kuva fortress complex layout with lich movement ability bugging her in the wall don't help).

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The sisters are good I like fighting them, they keep you on your toes. 👍

Though Kuva Lich's need their murmur progression increased for each stab, not only do they take longer to get murmurs, for what normally used to be the end fight for the weapon, it has now been drawn out to two end fights for the weapons after you get the correct order, you then have to fight them for a second fight. 

 

@[DE]Rebecca @[DE]Megan and whoever will listen, please payout for a system you created.

You stated in the Tennocon Stream you were not Extending this Nightwave cap like you have done in every other Nightwave, 150000+ Nightwave standing so far I've worked out by the challenge rewards I'm am not getting for playing your Nightwave DE.

I reached the cap a long time ago by only doing the challenges you set for us the players, you have extended the Nightwave cap in the past why not this time? to bad if I want to buy items in the Cred Offerings and it exceeds what I have in reserve.

It's not like we can farm extra Standing, I'm very disappointed in how you have run this current Nightwave, if you're just going to turn around and ignore players who play your game every day, I hope for future Nightwaves you take into consideration of your serious player base and not just casuals.

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2 hours ago, Slayer-. said:

You stated in the Tennocon Stream you were not Extending this Nightwave cap like you have done in every other Nightwave, 150000+ Nightwave standing so far I've worked out by the challenge rewards I'm am not getting for playing your Nightwave DE.

I reached the cap a long time ago by only doing the challenges you set for us the players, you have extended the Nightwave cap in the past why not this time? to bad if I want to buy items in the Cred Offerings and it exceeds what I have in reserve.

It's not like we can farm extra Standing, I'm very disappointed in how you have run this current Nightwave, if you're just going to turn around and ignore players who play your game every day, I hope for future Nightwaves you take into consideration of your serious player base and not just casuals.

Nightwave isn't meant to require every task, because there are players who cannot, and who do not want to hit up every possible objective.
Not forgetting, last time you could 'farm extra Standing', you had to have farmed extra Standing by the bucketload even after completing every possible task, to cap out - thus leaving many dutiful completionist players with a permanent black mark of an uncapped season simply because they didn't happen to play absurd lengths of time, conveniently hitting the time-gated spawns.

There's a new mini-season slated to start in a week, that's why the cap's not going anywhere. 

 

In the broad scale of things - compared to past extensions - the current intermission cap wasn't even close to being reached "a long time ago". Those extensions came after months, not a few weeks.

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