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Update 31.5: Angels of the Zariman


[DE]Megan

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19 minutes ago, [DE]Megan said:

Void Armageddon consists of Rounds and Waves:

  • Waves: Enemies will try to destroy Exodampers in waves. To complete a wave, you must eliminate the squad of enemies sent to the Exodamper.  After each wave, your enemies will begin to attack from a different angle - follow the instructions on your HUD and move swiftly to the next Exodamper to defend. 
  • Rounds: A full round consists of three waves.  

Why not have the Waves come out in timers? This is re-enacting the sluggish pacing of Defense in general, which will harm replayability.

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23 minutes ago, [DE]Megan said:

first round of Voidshell Skins featuring Saryn, Volt, and Rhino!

Hold up.

We have to buy them for each frame individually? Not "one size fits all" like pallets?

 

Well you just guaranteed I'll never spend a dime on any of this.

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29 minutes ago, [DE]Megan said:
  • Fixed Anomaly Shards still being rewarded after Railjack mission fails.
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RIP quick anomaly runs.

But why???? You still get the RJ Blueprints when mission fails so why can't we also get the anomaly shards and not have to go through the arduous task of completing a railjack mission just to get our reward for clearly out a sentient anomaly? 

 

29 minutes ago, [DE]Megan said:
  • Fixed Garuda/Garuda Prime’s Talon colors not being saved in other Appearance Slots other than A. 
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Speaking of this could the appearance tab please be accessible for all sections the vehicular section of our arsenal. For example, you can only change the archgun color and access additional slots when it is equipped to your archwing section but it defaults to slot A for you necramech and archgun deployer. Being able to access additional appearance options for your archguns while equippped to a necramech would be great!

 

29 minutes ago, [DE]Megan said:
  • Fixed Inaros’ Resurrection meter being half a pixel too far to the left. 
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Most specific patch note I have ever seen so far.

Also how the hell does someone even notice and report this? If it was off by something like 5 pixels I can understand but Half a Pixel??? Someone must have such an amazing eyesight to be able to spot that.

 

29 minutes ago, [DE]Megan said:

Fixed Saryn with Xata’s Whisper infused onto her getting the benefits of the ability after casting Toxic Lash. 

  • Also fixed both of the abilities having infinite duration. 

 

Shouldn't that be how it works? Cast one ability, get the effects of it. Cast another get the effects of it, not lose the effects of the first. I am confused as to what is getting fixed here.

 

29 minutes ago, [DE]Megan said:
  • Fixed the FX on some Amp beams not triggering on impact.
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And the akarius fx is still waiting to be fixed

 

Starlight market has some clipping issues. Sad to not see it fixed :(

 

Not seeing these in the known bugs list, is there an ETA for a fix on the following bugs:

Akarius explosion FX is the default color for clients 

Excavation collision hitbox messed up

Excavator UI does not appear for clients under certain situations

Primed ammo stock is still unlinkable

It would be really nice to get these bugs fixed in a timely manner so if a possible ETA could please be provided that would be great. Thank you!

 

29 minutes ago, [DE]Megan said:
  • Fixed the Corvas Prime gain being too loud. 
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Haven't checked but people are reported the Corvas Prime does not work properly on profit taker so this also needs to get fixed as well if it hasn't already.

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"uhh we buffed void sling speed cause feedback" -DE

Yeah... Unless you guys gave it a MASSIVE buff, it's still going to absolutely pale in comparison to void dash. This reeks just like the time DE buffed universal vacuum by 2% then tried to act like they knew better and the players "didn't really know what they want".

DE, if you truly listened to the community, you would have made it an OPTION to use void sling vs void dash. But let's be honest, we all know the reason you didn't was because void sling would be dead on arrival. 

Let's see just how much you "buffed" it, or if it was just enough so that you could call it a "buff" without really fixing anything. 

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41 minutes ago, [DE]Megan said:

Here by popular request, we have added a confirmation prompt to the ‘Randomize’ button when randomizing in the Arsenal! 

oooh sooo gratefulll for this!!!! 

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46 minutes ago, [DE]Megan said:

Conclave: Fixed Weapons (notably particular shotguns & AoE guns) minimum falloff damage not properly respecting the correct Conclave specific values. 

  • From a community standpoint this was considered a significant exploit/bug for Conclave, it was not fair play or intended.

 

OHHHH yes!!! Long awaited fix! Please continue with these awesome Conclave fixes!!

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"

  • Transference Static (dying while the Operator) has been reworked as well. The Transference Static when dying as the Operator now has increasing consequences. A majority of the Focus Rework is to bring synergy between Operator and Warframe that ideally allows for less Transference Static overall. The consequences are as follows:
    • First Operator death - 20% Warframe Health reduction
    • Second Operator death - 50% Warframe Health reduction
    • Third Operator death - 80% Warframe Health reduction
    • Fourth Operator death - straight into Warframe pre-death state"

REALLY unhappy about this change. You can't go into Operator form and stay in it anymore in order to level amps. And there are some missions which aren't survivable without the use of constant operator form and the ability to revive far more than three times.

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Hammer enough changes into one update and nobody can really focus on what you did wrong. On top of that, feedback will likely be ignored for about 5 years as it was last time you redid focus. Whatever though right, so long as the whales keep dumping their wallets on your head for oversaturated bloom-intense screenfilling particle effects.

 

Also what kind of kick in the teeth joke is this crap with father sending me necramech blueprint NOW of all times, long long after I did the quest and grinded enough standing and parts to build 2 mechs?

 

Whatever, probly just gonna play the quest then bugger off for a few months until you lot get the inevitable mountain of bugs fixed.

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43 minutes ago, [DE]Megan said:

Added a cap of 200 for Companion Imprints. Imprints can also be sold from Inventory for Credits. 

  • The cap was added to prevent the game from crashing due to having a large amount of Imprints. If you have over 200 Imprints, you will be required to sell Imprints through your Inventory before creating new Imprints. 

 

Find that extremely hard to believe as someone who has close to 400 imprints. I believe you noticed you aren't charging for imprint slots and found an "easy solution" - very much to the detriment of every kubrow and kavat breeder. Shameful 👎

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QPipyxn.png

Many of us would very much like the Lepus Headgear to remain permanent this year, as we have asked every year since 2016 and beyond. Many of us would very much like to hide the existing permanent silly cosmetics and content that you still won't let us avoid. You can improve the experience for both groups by making all cosmetics permanent and adding options to hide them.

 

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