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(PLAYSTATION) Veilbreaker: Hotfix #2


[DE]Connor

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Our second Veilbreaker Hotfix has landed! The team is taking a serious look at the feedback we’re receiving and has plans to iterate accordingly. Below are some of those iterated plans, with more communication coming before the weekend. Thank you to those who continue to have open and constructive conversations with us and with each other. 

Please continue to share your feedback in our dedicated Veilbreaker: Update 32 subforum

Ammo Changes & Review: 

When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons. 

We have restored the original values for the following weapons: 

  • Basmu: 
    • Returned ammo regen rate to 42/s from 10.5/s
  • Bubonico:
    • Returned ammo regen rate to 9/s from 4.5/s
    • Returned Alt fire ammo requirement to 3 from 9
  • Flux Rifle: 
    • Returned ammo regen rate to 40/s from 24/s
  • Fulmin: 
    • Returned ammo regen rate to 30/s from 20/s
    • Returned Alt fire ammo requirement to 10 from 15
  • Shedu: 
    • Returned ammo regen rate to 28/s from 3.5/s
  • Cycron: 
    • Returned ammo regen rate to 40/s from 20/s
  • Tenet Cycron: 
    • Returned ammo regen rate to 40/s from 20/s

We also missed a note from Update 32, where applying Pax Charge to Kitguns was also applying ammo regen rate overrides. But similar to the above, we have since reverted that for review. 


Archon Hunt Changes & Fixes: 
Below are a continuation of our efforts toward the Archon Hunts and getting the balance to a good spot. Expect more to come as we play and read feedback.

  • You must now have a Rank 30 (or Forma’d) Warframe equipped to access Archon Hunts.
    • This falls in line with the same Sortie logic we apply. Also assures you don’t accidentally jump into a Hunt unprepared. This logic was always intended to apply to Archon Hunts but broke along the development train.
  • Added complete Status Effect immunity to abilities that grant invulnerability to Archons.
    • Fixes Archons being vulnerable to Status Effects in their invulnerable phase and presenting opportunities to potentially one-shot the Archon. 
  • Sentient Aerolyst changes (this applies game wide, but is especially relevant with their presence in the Archon Hunts):
    • Removed reactions to damage from the Aerolysts.  
      • Their flailing around animations when being damaged was causing visibility issues when trying to target their canisters. 
    • Changed their canister color to red and increased the contrast to make them easier to see/target. 
    • Lowered its knees for better canister visibility. 
    • Extended the charge period of its seeking missiles attack so that it gives players an opportunity to shoot the cannisters. 
    • Added a short delay between its dodging animations. 
  • Improved Deacon beam FX to make their attacks easier to telegraph. 
  • Made sound adjustments to transmissions from Deacons. 
  • Added a HUD message when in the spectator screen to clarify that you’re not eligible for the Archon Hunt reward. Must be alive to get the booty!
  • Fixed Archon Boreal's Shard taking reduced damage when it should be taking more. 
  • Fixed double % symbol appearing in the Archon Hunt reward breakdown. 
  • Fixed script error with the puzzle failing sound FX. 


Veilbreaker Quest Changes & Fixes: 

  • Made slight animation adjustments during the ‘Shoot Big Gun’ stage. 
  • Removed Daughter’s earphone music from her transmissions during Veilbreaker Quest.
  • Fixed being unable to control Kahl’s brothers with custom controls for the context action button. As reported here: https://forums.warframe.com/topic/1321347-kahl-quest-bug/ 
  • Fixed attempting to issue a command as Kahl resulting in a loss of function. 
  • Fixed the equipping sound FX playing for the Bolkor Gattler when jumping/using the Hellion Jetpack.  
  • Fixed issues with Rogg’s Hellion Jetpack piloting skills. 


Console Fixes: 

  • Fixes towards certain Dojos being inaccessible on consoles.
  • Fixed missing Clan Emblems that disappeared after Update 32.

Fixes: 

  • Fixed being unable to pick up universal ammo (such as ammo from ammo dispensers in the Simulacrum or Protea’s Dispensary) if the player only has a secondary weapon equipped. 
  • Fixed a case where your Energy total would revert to its base value after a Host migration, which could lead to either a loss or a gain of Energy from prior to the Migration. 
  • Fixed Mag’s Passive vacuum radius being smaller than it originally was before Update 32. It has been restored to its former glory. 
  • Also fixed Mag Prime’s Passive description not being updated to its new form. 
  • Fixed clipping issues with Protea’s Caladrius skin during her idles. 
  • Fixed the Protea Monitivus Thrown Weapon skin missing the projectile details in the pouch attachment.
  • Fixed the wrong Puncture Depth on throwing weapons with Volatile Quick Return equipped. As reported here: https://forums.warframe.com/topic/1321482-wrong-puncture-depth-on-throwing-weapons-with-volatile-quick-return-equipped-investigating/#comment-12595665 
    • Glaive reflection explosion chance is no longer affected by line of sight (LoS), as it was the cause of this issue! 
  • Fixed clipping issues with Wukong’s Voidshell skin armor. 
  • Fixed Styanax no longer holding a spear in his hand while casting Axios Javelin and Final Stand while his Voidshell skin is equipped. 
  • Fixed Lith N13 dropping base Wukong Chassis Blueprint.
  • Fixed using the Arsenal immediately after completing The New War Quest causing a soft-lock. 
  • Fixed getting a “Invalid Character” error when attempting to Ignore a player in chat. 
  • Fixed inability to hire a Crew Member from Ticker in Fortuna. 
  • Fixed the Protea Caladrius skin fur-like collar appearing wet with a green tint when using the Classic Engine.
  • Fixes towards an issue with Grineer falling into their death animations when sustaining any sort of injury. Dramatic much? 
  • Fixed some Armor offsets on Kahl.
  • Fixed Afentis (and all Spearguns) animation glitch if you switch weapons mid alt-fire throw.
  • Fixed the Afentis going invisible after you reload with the final ammo in the clip. 
  • Fixed Syndicate console marker in the Orbiter not appearing when you have never pledged to a Syndicate before. 
  • Fixed a script error that could occur when joining an Archon Hunt while someone is using Last Gasp.
  • Fixed missing VFX on the Sirocco Amp.
  • Fixed script errors with Junction Specters. 
  • Fixed default Energy colors on the Vikasa Shoulder Plates at the request of the TennoGen creator.
  • Fixed un-intended ambient sounds occurring in the Orbiter. 
  • Fixed the Protea Caladrius Glyph missing details such as her feather/fur collar.
  • Fixed PH tags appearing in Riven Mod descriptions. 
  • Fixed PH tags appearing in the ammo stats in the Arsenal.
  • Fixed two cases of "ROTATE" button in buttonbar not being localized.

Known Issues: 

  • Excalibur Umbra is unable to pick up his own ammo while using bows. We are actively looking for a solution, in the meantime, you can use Transference to refresh his ammo reserves. 
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You guys forgot that Zarr has an alt fire which is a shotgun, i understand that you were trying to nerf AoE weapons because it's meta, but this doesn't help with the alternated mode of it. it's my favorite weapon and i use both modes, but now is very bad to use because a shotgun that has only 10 ammo? Man it doesn't last even 5 minutes.

I had an ideia that the ammo could be separeted. Like: 10 for the Canon 5 that's on the weapon and 5 for reload and then 55 for the alternated mode of It 5 on the Canon and 50 for reload. It would keep the nerf and don't break the weapon shotgun mode 

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1 hour ago, [DE]Connor said:

We have restored their original values for the time being while we reassess how we can better approach these weapons. 

Battery weapons typically already have the Tradeoff of being Lower Damage than their ammo using counterparts

(with possible exception of Bubonico)

nothing needs to be done to them at all, they were already balanced.

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4 hours ago, (PSN)NeroRedgrave said:

Oh and we still have the Operator Color Bug. So even Fashion Frame is broken. I still wonder how you test Updates...

 

4 hours ago, (PSN)crow5716 said:

Any word on fixing operator ephemeras only using default colors instead of chosen colors?

 

On 2022-09-08 at 1:39 AM, [DE]Saske said:

Hey Tenno! We will have a fix for this issue in a future Update. Sadly this is a native fix which requires code, so we need to submit to cert for consoles. 

 

It requires cert, which means it'll take a minimum of 2 months to get fixed on consoles.

Considering the fact that it took DE over 2 months to fix the stacking bug which was a high priority bug, i'm not holding my breath for a fix before 2023.

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Weapon switching feels nice and ammo nerd incentives it also good. 

 

But rebalance the gun arcane buffs to last longer per stack given how we are switching more now. Especially merciless arcanes. 

 

Don't revert the ammo changes. It's a good thing for the game. Weapon switching increases the active play style like soon eternal. 

 

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On 2022-09-08 at 4:35 PM, (PSN)NeroRedgrave said:

Tested the Game after Hotfix and still not happy with your Ammo Nerf. 

Oh and we still have the Operator Color Bug. So even Fashion Frame is broken. I still wonder how you test Updates...

No thx DE. 

I dont see a problem with it I have only run out of ammo if spamming shots with out aimming or pickong what targets need ie first even with the Bramma which only has 5 shots

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1: operator energy colors need fixing, still default...if it requires cert, I hope that means you guys are getting your certification time down cause this could become an issue for crossplay and save in the future. There used to be a program that Sony offered for faster certification, not sure if it's still a thing, but its worth looking into.

2: I got no problems with the nerf at all. Nothing that ammo mutation can't solve, all it means is that you have to kill with your secondary every now and then and swap back...I believe this was the intention, so fantastic work.

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