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Nidus Prime & Plague Star: Hotfix 30.7.2  


[DE]Rebecca

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12 часов назад, [DE]Rebecca сказал:

Fixed an extremely precise Loki Switch Teleport on the Plague Star Escort Drone resulting in ability to skip most of the third Bounty stage wherein players were sending the Drone off-navigation into a Sniper Tower as an exploit.

How it can skip, if Sniper Tower is far away point about 100meters and take time to get there)))??

We cant break loki teleport range limit

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AXIO,VORAC,ORM ENGINEERs - no longer spawn, instead always spawn TARO type

these corpus fighters no longer spawn:
ORM BASILISK 
ORM HARPI
ORM WEAVER
instead spawn ever theire ELITE type

DEIMOS SWARM MUTALIST MOA - do not exist, please delete it
DEIMOS SWARM MUTALIST MOA EXIMUS - do not exist, please dele it

VAPOS CONDOR ELITE DROPSHIP - please let raise a lot the probability of its spawning
dozens of runs on Ananke, I've never seen one

JACKAL EXIMUS (ORB VALLIS) - please let raise a lot the probability of its spawning
hundreds of runs (thermia and not), I've never seen one

Let replayable SAND OF INAROS quest so we can scan unique enemyes there

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6 hours ago, WonderHealer941 said:

this is extremely true but with nezha we can't also forget that he can just use his warding halo get scaling dmg reduction and then forget about it while with merulina you are fixed to a k drive and you are then forced to change your playstyle plus not having scaling dr or scaling health on merulina makes her much harder to use not to mention that yareli's whole kit is meant to be designed around her merulina while nezha's kit isn't necessarily designed around anything specific making it much harder to use yareli because of this

Oh, wholly agreed, Yareli's problems don't end with a buff to the damage reduction. But if bumping numbers is all DE's gonna do with her for now, hopefully we could at least get that 90%.

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vor einer Stunde schrieb Perfectly_Framed_Waifu:

Oh, wholly agreed, Yareli's problems don't end with a buff to the damage reduction. But if bumping numbers is all DE's gonna do with her for now, hopefully we could at least get that 90%.

agree.

even if the kit ended up having so high numbers it would be worth using her for dmg/tanking, it wouldnt be her kit being good and fun. for a frame considered a k-drive frame its way too easy to subsume merulina and use a better ability which makes up for it with additional CC or invisibility or whatever....something good.

her abilities synergies especially whilst on merulina are way too minuscule to be relevant. a k-drive frame to me should have a focus on using k-drive, the movement and everything and gain a benefit off of it.

right now its just an over-complicated dmg reduction without real purpose. aqua blades now deals fine dmg in an area around her so technically it could be subsumed onto a better melee frame and deal passive slash dmg on top of everything else. riptide also does some dmg and works fine with something like breach surge on a lot of enemies, but if its about nuking enemies it is one amongst many other abilities which can deal damage or group up enemies, just better - easiest examples would be vauban or nidus/subsumed larva in terms of grouping.

 

i still think its way more worth it to take more time and develop good/interesting frames instead of releasing so frequently but having to buff and buff and buff and rework and buff. its the same as buying something very cheap but poor quality - he/she who buys too cheap buys twice.

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20 hours ago, [DE]Rebecca said:

Fixed an extremely precise Loki Switch Teleport on the Plague Star Escort Drone resulting in ability to skip most of the third Bounty stage wherein players were sending the Drone off-navigation into a Sniper Tower as an exploit.

Interesting, worked just like how I surmised in an earlier thread. For all those still confused about this, Switch Tele'ing the Drone is still entirely possible; you can just no longer instantly complete phase 3 by performing this exploit. Credit where credit is due, fast fix.

Now it'd be really nice if we could have both acknowledgement and correction of yet another long-standing bug, one that I refuse to simply be buried or forgotten. It's one of my favorite weapons, one of the more interesting Amalgam mods, and also something that is as simple a fix as anything could be. If you can fix such an extremely precise switch teleport exploit this quickly there is no reason why you cannot fix this as well. 

I understand that a lot of your staff are working from home, I understand that you want to focus on The New War. Neither of these facts give enough reason to apparently ignore 99% of bug reports and feedback. If you won't or can't fix these things, let us know. If you know about them and intend to fix them, let us know. If you like the feedback, or want to see variants of ideas already given, let us know. The lack of communication from the dev team is not a good look at all, especially with such flagrant disregard for player opinions in regards to very publicly disliked issues or long-standing, highly reported bugs. As things stand, player frustration will only grow and resentment is sure to follow should things not improve - which is really a shame. A few years ago the player perception of DE as a whole was nowhere near as negative as it is right now and of late, it is not a difficult thing to enhance even slightly based on the overall perceived inaction.

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Very thankful for the foundry thing. I have a Dog pound's worth of Hounds on it.

Would you consider buffing the Ghoul Saw a bit, please? It's fun to use, but the moment enemy levels go beyond 50 it becomes hard to like, as every trash mob survives my 2 forma umbra build.

Also, very pleased with the sentient thing. they also look nicer now, thanks for that.

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22 hours ago, [DE]Rebecca said:

Missed Change note:

Sentients taking Status Effects is now intentional. In preparation for The New War, we’ve been looking into polishing up and tweaking Sentients in general; this includes the new glowing visual effects on some of them that you may have noticed!

Sentients don’t only adapt, they may even evolve as well...

Previously, Sentients adapting to your damage types could have led to fights drawing out just a little too long at all levels of gameplay. This change allows it so that you don’t need to rely solely on high Critical Chance / Critical Damage weapons to take them out. Time to break out the Stug!

I'm loving u so much right now.

 

So glad to see these changes (ad I assume other ones) happening BEFORE the new war drops.

 

As a reminder, areas to improve are these ones in my eyes:

VERTICALITY

This affects both sentient enemies AND the tileset they inhabit.

 

On one hand, Sentient Enemies float around slowly, sometimes too high for melee to connect and feel wierd, plus make transitions between areas on different height ( ex. grineer jumping) too slowly and awkwardly

 

On the other, the verticality of the tiles is completely wasted, as it only makes navigation harder, farming becomes clunky as enemies get stuck while pathfinding their way to you  ... for absolutely no reward ;_; (in the form of damage dealt, as no obhect can be interacted with, or loot to find)

 

For the second problem  ... I really  wish you luck, cuz the amount of memory, vertices and areas with nothing in it that the player needs to go through might just break the experience for someor even many.

 

FINISHERS

We "need" parazon finishers on sentients.

 

I'd say weapon, but I also want the sentient to be unique ... plus, it saves the animators a hell'of'all'lot of time!

 

New, less strong, solo players can then have a more easy time ... plus, for once we are actually incentivized into building for impact, or bring impact-proccing weapons.

 

I already assume some sentient enemies will require it just like the new Jackal.

 

[ SIDENOTE ]

Navigation. Connecting far away tiles.

 

The sentient tileset is the perfect opportunity to test and implement "shortcuts".

It's a bit old, so there might be some opinions/desires I don't want anymore in WF, but ...

 

It solves backtracking and forwardtracking (?) ... as in, going to extraction faster or to reach tour teammates already there.

 

Plus, it makes survival and endurance runs more interesting.

 

In the sentient tileset, these can be really whatever space-magic you want ... puzzles kind-of, like jumping between platforms and the like.

 

And before the fear of this breaking the map generator .... it really can exist completely separate from it.

 

The "Shortcut rooms" can exist as their completely separate tiles, the player presses "x" near an exit, animation plays and you try and go through it.

 

It can even be on a limited time, and the player gets tgrown out from the entry point if he fails ... so if you are worried of the memory requirement breaking the map generator that way, it can be loaded and unloaded as it's needed ... but that should be a non issue, as I see many materials and assets get re-used, and never leave the memory.

 

Plus, not having to render the rest of the level, might allow you to make some cool stuff ... like in a corpus parvos tileset, you enter a vent and as you jump from platfrom to platform you can see space and the railjack ouside while you go through it!

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17 hours ago, android3162 said:

Personally I don't mind too much the timer starting slightly early, from a relic farm perspective...

But yeah, I guess speedrunning is hit hard

Yeah it has little impact on normal gameplay, but most of the speedrunning scene is put on halt because the only way of verifying times in most categories is now no longer functional. 

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A game that time-gates content is pathetic in my opinion, it is an utter disrespect for the player's time.

Imagine coming home from work, having 2 hours to play, and half the time is spent on waiting for the mission to complete.

Why should we play something to get half the gratification of some shooter where every moment is action. Except the reason that I have invested too much time over the years to quit for good?

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