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Zephyr & Chroma Prime Vault: Hotfix 31.5.10 + 31.5.10.1


[DE]Danielle

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En 17/5/2022 a las 14:31, [DE]Danielle dijo:

Fixes: 

Hello. Thrax Centurion can kill you while you are fighting the angel inside. In void cascade steel path is very annoying. 
The Unairu's passive that let you revive yourself doesn't work well (first It doesn't seem to be 15s - and for that to be really useful we would need to have more damage and more pool energy of the amp)
Please check this out because it is important. The operator/drifter are really weak, perhaps modding it/adding one arcane or something could work... 

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Justo ahora, Stomno dijo:

Hello. Thrax Centurion can kill you while you are fighting the angel inside. In void cascade steel path is very annoying.

I noticed a yellow orb spawns to protect your warframe while you follow the Angel to their dimension and, indeed, Thrax enemies can bypass this protection and kill you.
 

hace 4 minutos, Stomno dijo:

The Unairu's passive that let you revive yourself doesn't work well (first It doesn't seem to be 15s - and for that to be really useful we would need to have more damage and more pool energy of the amp)

I also agree with this. We now have more mission types where the operator is needed, and they are still very weak for that purpose. Even after school reworks and else. Unairu's passive is barely useful, unless combined with Madurai. We need either a mod system for operators, or more arcane capacity.

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6 hours ago, Rihenwn said:

I also agree with this. We now have more mission types where the operator is needed, and they are still very weak for that purpose. Even after school reworks and else. Unairu's passive is barely useful, unless combined with Madurai. We need either a mod system for operators, or more arcane capacity.

 The Focus Rework only emphasized the Support role of the Operators and completely obliterated any other damage dealing avenue they had except the Amp. Void Blast damage - Gone, Lightning Dash damage - Gone, Madurai Fire Trail damage - Gone. If those things were not swept away in favor of silly stuff like "cast ability second time to make it do a negligible thing", Operators would be much stronger on Steel path. Of course as they are now they are weak, but they didn't used to be that weak.....

The Lightning Dash f.e. , dealt 800 Electric damage in pretty substantial radius, with almost guaranteed Electric proc, combining it with a Lega prism with a Viral Arcane enabled the combo to easily wipe entire groups of Steel Path enemies. Can you do that now? No you god damn cannot since you got only an Amp and maybe if you are a fan of Debuffing spells, you might get a bit more out of it, but it is still not even close.

For the people that say Operator is "stronger now" I will ask - Can the operator we have now kill 10+ Steel Path Heavy Gunners and/or Bombards in less than 30 seconds, without using Madurai or any external means of priming (warframes and companions)? I will wait for the mega Copium answers.

I cannot fathom how people don't realize how much of the actual Combat capabilities of the Operators were removed. All alternative avenues of dealing damage as operator culled so there is space in the focus tree for the most generic "enhancement nodes"...... turning the Operator from a Self Sufficient Elemental Combo Powerhouse to a Wimpy Support Caster With One Singular Tool to Deal Damage.

We don't need Mods for Operators, what we need is for them to get back their former offensive power. We should not GRIND that Power Back, that is ridiculous, because no one asked for it to be taken away in the first place, yet alone for it to be offered back behind grind later.

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So RIP CC? And more playing without thinking about any strategy apart from tanking and killing everything?

Why don't you guys make all Warframes have a tank mode? So at least we get rid of the useless CC that we now have.

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54 minutes ago, AJAL8000 said:

So at least we get rid of the useless CC that we now have.

When everything that isn't the eximus is dangling helplessly in mid-air waving its stubby little arms and legs, I can concentrate on killing the Eximus.

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hace 58 minutos, Grommile dijo:

When everything that isn't the eximus is dangling helplessly in mid-air waving its stubby little arms and legs, I can concentrate on killing the Eximus.

Obviously with Khora with her excellent DPS it's usually not much of a problem to kill them anyway. But for example, trying that with Limbo or Vauban is a big problem.

Especially when there are 3-5 Eximus around or more. And that happens quite often in Steel Path.

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Hi! Thank you for the update!

A lot of players are upset that arbitration is now locked behind end-game content because the Zariman counts as star chart nodes. Please fix this! A lot of mods are locked behind arbitration that are critical to mid-game players. Also this means that Grendel is now an end-game warframe!

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2 hours ago, spacesloth15 said:

A lot of players are upset that arbitration is now locked behind end-game content because the Zariman counts as star chart nodes. Please fix this! A lot of mods are locked behind arbitration that are critical to mid-game players.

While I'm in favour of rolling back the increased requirements to unlock Arbitration, I can assure you that the Zariman is not "end-game content" unless you're doing long runs in the Endless nodes, that competent players don't need Arbitration mods to take on the Zariman star chart nodes at their baseline difficulty, and honestly, I think the first cycle of the Zariman missions is easier than the first cycle of an Arbitration.

(And the reason Grendel is now an "end-game warframe" is that the missions to get Grendel's parts got a lot harder due to the Eximus changes.)

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6 hours ago, Grommile said:

When everything that isn't the eximus is dangling helplessly in mid-air waving its stubby little arms and legs, I can concentrate on killing the Eximus.

While you can do this, I have to ask. Why not just kill everything? Kuva Zarr, Kuva Bramma, Amprex, Tenet Cycron, and other AoE weapons, along with nuking frames like Saryn, Mesa, and even Revenant can easily handle most enemies. The issue most of us have isn't the power of cc itself, but why use cc when the current meta is room clearing. I want to play cc frames, but when people are having more success with nuking, it's kinda hard to play cc.

20 minutes ago, Grommile said:

While I'm in favour of rolling back the increased requirements to unlock Arbitration, I can assure you that the Zariman is not "end-game content" unless you're doing long runs in the Endless nodes, that competent players don't need Arbitration mods to take on the Zariman star chart nodes at their baseline difficulty, and honestly, I think the first cycle of the Zariman missions is easier than the first cycle of an Arbitration.

(And the reason Grendel is now an "end-game warframe" is that the missions to get Grendel's parts got a lot harder due to the Eximus changes.)

Zariman sadly is endgame content. Not because it's hard, but because to get to it is hard. To get to the Zariman, you have to go through several quests, and to do those quests you need additional gear like Necramechs and a Railjack. To even get to crafting these you have to go through a bunch of trouble, from gathering resources from all over the Origin System to gaining Rep from the various factions on the Open World nodes. When something requires you to do it towards the end of the game, that content is considered endgame. And considering you need to do Angels of the Zariman at the end of the main story, and only after having experienced previous things offered, Zariman is endgame.

The worst part is, Arbitrations have nothing to do with the Zariman. If Arbitrations suddenly had Armageddon and such added to it's rotation pool, I'd understand, but asis it shouldn't require any new content to be reunlocked.

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can you fix the lag on switching weapons to guns with melee during a combo by firing your gun to interrupt the combo.
holster speed on the the dexterity arcanes is dose nothing for this either.

also you can not lead into a "heavy" melee attack with a gun out. i still dont understand why i cant do this.
to me hitting "heavy" melee should lead into a heavy attack and also be able also switch to into melee.
hitting melee button to switch to melee and then hitting the heavy attack seems inefficient.
i also want to gun glide fire several shots in air and lead right into a "heavy" slam, not slam.

how about ground slam with guns out (universal gun slam) the frame has weight your using it a weapon.

also in captura im getting "depth of field needs to be tuned on" when i pop in and out with operator, i do use it, i dont like the blur so its off normally. 

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6 hours ago, Hawk197 said:

While you can do this, I have to ask. Why not just kill everything? Kuva Zarr, Kuva Bramma, Amprex, Tenet Cycron, and other AoE weapons, along with nuking frames like Saryn, Mesa, and even Revenant can easily handle most enemies.

Taking those particular examples:

It took me ages to get round to getting Saryn because her farm is really annoying (kill elite mooks to get access to the boss fight would be fine if it was a one-off thing, but having to do it every time I want to fight Kela is a pain in the proverbial), and I haven't bothered learning how to play her, so she's just a bench warmer.

I can't be bothered running enough bounties to farm Revenant; tranq'ing Vasca Kavats while I blow up Vomvalysts is genuinely a more fun way to get Ostron rep, because I can do it for as long or as short a time as I want, optionally combining it with a spot of mining or fishing, without dealing with timed missions, escorting dronesinadequate spawn rates, awkward enemy spawn positions, caves, etc.

I can't be bothered running enough Mutalist Saladboy missions to get Mesa, and the trade system is terrible and I refuse to engage with it so I don't have the parts for Mesa Prime.

Turning Amprex into a terrifying roomclearer past "late starchart" takes actual build effort.

Zephyr, on the other hand, was straightforward to get and is fun to play.

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Il y a 2 heures, Polychroma a dit :

As of recent hotfixes, Nyx's Psychic Bolts no longer affect Void Angels.

I cannot see this mentioned in the changelog so I don't think this was an intended change.

It does still affect them but looks like a bit bugged indeed, duration seems to be random and sometimes you need to cast it twice to get it on them, also debuff seems to reset between each phases.

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19 minutes ago, Carmelitha said:

It does still affect them but looks like a bit bugged indeed, duration seems to be random and sometimes you need to cast it twice to get it on them, also debuff seems to reset between each phases.

Casting it multiple times doesn't seem to help in my case. I have recorded video footage showing this in action (or rather, inaction) but I am not sure about the forum policy for linking to footage like that.

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On 2022-05-17 at 10:32 AM, Magnus said:

Right now, Void Sling operates worse than Valkyr's Ripline. It's inaccurate, it's slow, it requires charging, it has a cooldown after each use, it's clunky, it's even less flexible because it's not viable to use in tight tiles because getting caught on the smallest thing can fully stop you. Everything you set out to accomplish with Void Sling has failed completely.

Everything you wanted to accomplish with Void Sling was doable with Void Dash with one easy step: make Void Mode hover for a moment. No charging, not too fast or slow, just let players have their time to aim if they need it without removing the speed or any of the backlash.

And Sling is only one problem of the mess that is this focus rework.

I just want to offer an opposing viewpoint. I love the void sling so much. It is so much more accurate than the Void dash and feels so much better. It was a bit slow at the start but after some changes it feels just right. I can easily use it in tight tiles because I try to avoid getting caught on the small things. With Void Dash I give up completely because there is no visual indication of how far you dash. I don't think the void sling has failed completely. It maybe needs to use less energy and less cooldown but it's so much better than Void Dash in my opinion.

So far, I'm loving the focus rework. It's a lot better than the old focus system. Maybe it needs a bit of tweaking but it's a huge step in the right direction.

Just so you know that not everyone agrees with you.

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1 hour ago, Z1011 said:

I just want to offer an opposing viewpoint. I love the void sling so much. It is so much more accurate than the Void dash and feels so much better. It was a bit slow at the start but after some changes it feels just right. I can easily use it in tight tiles because I try to avoid getting caught on the small things. With Void Dash I give up completely because there is no visual indication of how far you dash. I don't think the void sling has failed completely. It maybe needs to use less energy and less cooldown but it's so much better than Void Dash in my opinion.

So far, I'm loving the focus rework. It's a lot better than the old focus system. Maybe it needs a bit of tweaking but it's a huge step in the right direction.

Just so you know that not everyone agrees with you.

I just want to offer you a counter counter viewpoint. I don't think the Void Sling has failed completely, however, where it fails, it Fails Hard.


Void Dash did not need Visual indication of how far you went, because it was always the same fixed range. Void Sling's indicator is hella inaccurate and inconsistent. Sometimes you end up slightly to the side of the indicator, sometimes in the center, sometimes on top. In my personal experience, I get stuck more than 5 times more often using Sling than i did with Dash, and I have seen others have the same issues, especially in cramped corridors. It is not a matter of trying to avoid stuff, it is a matter of it feeling like it is RnG - get stuck or not, and that did not use to be the case before.

Do you want to get over two ledges? To get on the outside ledge of a railing, and to hop over the railing? You need to hop two times, but oh boi if you are too trigger happy you will end up headbutting the railing with sling, because some genius thought that "no one would jump two times consecutively in this game" is a good idea. I have played my fair share of Operator, and I loved to parkour around with it, even not using Dash, but due to the double tap trigger, movement is crippled for me. If i had a plat for every time i tried to double hop by instinct and ended up wasting energy for stationary Slings I would have over 150 plat. I am not saying everyone experiences this, but I cannot possibly be the only one. That button combo, should be optional, or even better, available for rebind!

The Focus rework literally crippled operator damage, unless you are using Madurai - then good for you. Damage dealing effects tied to Dash? Gone! Damage dealing effects tied to Blast? Gone! And for what? So DE can serve us the equivalent of an Augument in the now free Focus Node at a premium?..... idk how that is better. Even tho there are good ideas put in, it is just executed in such a tone-deaf way, that it comes out as a nerf. I dare say, the reworks in this update, feel like they were not designed by DE at all.
 

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6 hours ago, Z1011 said:

Just so you know that not everyone agrees with you.

I encourage you to go through a mission on Eris or Zariman using only Void Sling. You cannot sprint more than 3m in between Slings. Count how many times something randomly stops you halfway through your sling, and count twice each time it's your head bumping something.

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On 2022-05-20 at 8:08 PM, Magnus said:

I encourage you to go through a mission on Eris or Zariman using only Void Sling. You cannot sprint more than 3m in between Slings. Count how many times something randomly stops you halfway through your sling, and count twice each time it's your head bumping something.

Dash was so much more precise, controllable, and responsive vs trying to sling yourself 'somewhere' maybe coupled with all the slow downs tied to it all

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