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Update 30.7: Nidus Prime & Plague Star


[DE]Rebecca

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53 minutes ago, [DE]Rebecca said:

Infested Orbiter Decorations: These encrusted surfaces and drooping growths give your Orbiter's interior the haunting atmosphere of an Infested derelict.

Can anyone share some pictures or video of the orbiter decoration?

 

BTW Thanks for the Sisters of Parvos emblem and sigil!

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42 minutes ago, Pancoar said:

Why though... You get the part once, twice in the case of helminth, then it's just another dead drop polluting the loot table.

39 minutes ago, Pancoar said:

Taveuni is the KUVA SURVIVAL mission though????

It is, and the rotational rewards there aren't that appealing. It's the Kuva from the Kuva Harvestors, and if possible the Requiem Relics if you're opening them there too. Bonus points if you decide to do the Elite Nightwave Survival (survive for at least 30 minutes) or Hold Your Breath (Survive Kuva Survival for at least 30 minutes). 

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1 hour ago, [DE]Rebecca said:

While many Tenno have hoped for more Stat buffs (which we have here!), the Utility Buffs are really something to behold for the usability or Merulina

Nobody said this. In almost every forum I read the request was for new utility/interaction with abilities in the kit. You still can't event hit enemies in riptide with aqua blades. 

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Thanks for the update.

Any chance we can finally have someone acknowledge or even fix the bug with Amalgam Furax Body Count? Seems like it's a very simple thing to fix as stated in the thread, due to the existence of Arcane Eruption and its effect.

 

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Updated Yareli Feedback:

1: The (tap roll to dash) thing is not working for me on controller. Tested in simulacrum and mission

2: Sea Snares is in a better place but it is telling when the best ability of a frame is this kind of CC. 

3: Merulina has not received any significant buffs. Using it is just as awkward/janky as always and the benefits in no way outweigh the negatives (restricted to one weapon type, small DR with no apparent damage reduction applied to Merulina itself. The thing dies incredibly fast)

4: Aquablades is better (318% power strength now slices up level 180 heavy gunners relatively quick) but it still doesn't synergize well with her kit. It is not supposed to deal more damage to lifted enemies? Sea Snares appears to lift enemies but is this not counted as lifted status?

5: Riptide still sucks bigtime. It is clear by how you've updated it that you want it to be a damage ability but the cost is way too high for what it does. This is a 50 energy cost ability that costs 100 energy. It offers no duration-based effects so you end up spamming it to get any form of CC. Maybe if enemies killed by Riptide have a % chance of dropping energy orbs it would justify the 100 base energy but as it stands right now this is tied with Merulina for being her worst abilities.

6: Yareli still has no synergy between her abilities... She also still has no synergy with her signature weapon. It is very obvious Yareli is the most half-assed frame to come out of development in years. There's a reason people consider her the worst of the worst. The changes done in this update certainly improve her but IMO she still sits pretty firmly at the bottom of the barrel. Merulina needs a significant buff to warrant its use (as it stands this is the helminth subsume slot) and Riptide needs its energy drain halved.

More needs to be done to Yareli for sure but fixing Merulina and Riptide are the biggest offenders. Sea Snares is 'okay' right now but the tracking on the bubbles is not that great. They need more vertical tracking. Aquablades is certainly star-chart viable without much modding, at this point, but its lack of synergy with other abilities makes it pretty boring.

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8 minutes ago, MotherofHermes said:

Nobody said this. In almost every forum I read the request was for new utility/interaction with abilities in the kit. You still can't event hit enemies in riptide with aqua blades. 

Exactly. Are they reading the feedback forums at all? There were numerous threads about Yareli having terrible utility with her kdrive, functional problems with her abilities and general disappointment that her kit has no synergistic properties whatsoever while she is on merulina.

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1 hour ago, [DE]Rebecca said:

Corrupted Holokey Changes: 

  • In the final Railjack Showdown node for a Sister of Parvos, each Sister will give each squad member 1 Corrupted Holokey at End-of-Mission whether you Vanquish or Convert them! This means a Squad of 4 can leave with 4 Corrupted Holokeys each on Showdown mission complete! 

  • Corrupted Holokey drop amounts have been increased in Void Storms! Void Storms in the Veil Proxima will now drop 10 (vs 6) to make the hardest content the most rewarding. The rest have all had their amounts increased by 1

This is by far the worst fix ever for a currency that is only used for getting Tenet Melee. The better fixe was if it was a drop chance in the Granum Void from the loot tables, but no instead we get no changes to the drop chances or another way of obtaining them much easier. Not only that but people who have done all of the previous sisters and acquired all of the other weapons before this "patch" will get no compensation. DE, congrats, you take one step further and several steps back to fix the grind issue in warframe.

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1 hour ago, [DE]Rebecca said:

Enemies typically only drop Weapon Blueprints or component Blueprints which is why the Ambassador components were given individual Blueprints

I can think of a few enemies that drop components for weapons but I can't think of any that drop blueprints for components.  I don't really mind needing to build them, but if you are trying to be consistent then I'm not sure this is.

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4 minutes ago, Leqesai said:

Exactly. Are they reading the feedback forums at all? There were numerous threads about Yareli having terrible utility with her kdrive, functional problems with her abilities and general disappointment that her kit has no synergistic properties whatsoever while she is on merulina.

Not to mention that ADS mods don't work on Merulina

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1 hour ago, [DE]Rebecca said:

Fixed Reload Speed Mods affecting the Shedu's ammo regeneration delay.

  • Battery cannot begin regenerating if the weapon is between shots.

Wait what? Why? This change kind of hurts the Shedu, a lot. This may be a better 'bug turned feature' thing. Unless is has something to do with the new war and had to be fixed?

1 hour ago, [DE]Rebecca said:
  • Made a few changes to the Helminth 15th Metamorphosis “Golden Instinct” Void Spark:

    • Doubled the Void Sparks lifespan

    • Increased the Void Sparks visibility

    • Increased start time of Golden Instinct

 

Godsend. Thank you so much.

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Revenant deluxe syandana being equipped only on him is just a waste. It's one of the best syandanas I've seen and was excited to use it on other frames. Even if deluxe skins and attachments are made for the specific frame at least we should be able to equip the syandanas on other frames.

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1 hour ago, [DE]Rebecca said:

In the final Railjack Showdown node for a Sister of Parvos, each Sister will give each squad member 1 Corrupted Holokey at End-of-Mission whether you Vanquish or Convert them! This means a Squad of 4 can leave with 4 Corrupted Holokeys each on Showdown mission complete! 

didn't you say you wanted to give us an alternate method of acquiring Holokeys? because this ain't it. a measly 1 key for a solo player is worthless and spits on our time investment. you do realize it takes about 1.5 hours to get through a Sister, right? and 40 Holokeys to get a weapon. if you ask me, 8 keys per Sister showdown, regardless of player count, sounds fair. that's still 5 Sisters to down for a randomized melee weapon, or about 8 hours of gameplay, give or take.

also please, for the love of Clem, run a script to retroactively award us Holokeys for Sisters we already defeated so we don't feel punished for playing your content on release

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