Jump to content

Veilbreaker: Revenant Prime: Hotfix 32.0.9


[DE]Megan
 Share

Recommended Posts

25 minutes ago, [DE]Megan said:

Fixed Atlas’ Landslide ability triggering Archon Mod effects. 

???

That wasn't the bug... The bug was that Atlas triggered them but Khora and Gara didn't. If these abilities are not supposed to trigger these effects, then why are exalted weapons - which are not themselves abilities - triggering them?

  • Like 8
Link to comment
Share on other sites

Thanks for the Hotfix!!

Still holding out hope that my Drifter fashion and my Panthera Prime will one day be fixed.

- Panthera P has the old Panthera bug, and CAN equip Punch Through mods, but DOES NOT exhibit any punch through at all on its primary and secondary fires. Alt fire was tested, does not work, just not shown in the video provided. 
- Drifter with the Rev Mephisto Diadem on still can start floating above your head instead of staying statically on.

Hopefully at a 'sooner rather than later' notice to these bugs, but nonetheless, thanks for everyone's hard work at DE!! 

 

On 2022-09-23 at 3:43 PM, Halo said:

Other Bugs that appear to be prevalent in the game as of this current update:

The Revenant Mephisto Diadem is still broken when equipped onto Drifters. it will often times stay statically stuck, floating, above your head, as if it was on but actually not on your head. 

Image for proof: https://imgur.com/gallery/EaVTi0s

Panthera / Prime both still cannot use Punch Through mods properly for their primary fire. I believe this bug has been prevalent for years and unaddressed. 

Video Evidence / Proof of the Prime version being plagued by this bug. It is understandable that the base version got fixed back in 2018, but the prime version being plagued by this is inexcusable. 

Video Here: 

 

 

  • Like 1
Link to comment
Share on other sites

5 minutes ago, PublikDomain said:

???

That wasn't the bug... The bug was that Atlas triggered them but Khora and Gara didn't. If these abilities are not supposed to trigger these effects, then why are exalted weapons - which are not themselves abilities - triggering them?

Exalted Weps in it of themselves are abilities of the frames. Therefore, they are allowed to proc via the usage of the abilities. Excal's 4 can achieve this, Mesa's 4 can achieve this, Titania's 4 can achieve this, Nidus' Larva Burst augment is an example of this, Chroma's toxin element can achieve this, etc etc. 

Many examples in which "if ability dishes out the damage, the archon mod will proc" scenarios. 

Working as intended, if you ask me. 

Edit: If DE nerfed these abilities to not work with the archon mods, they will INDEFINITELY see a spike in people not using them anymore. The only useful one** would be Intensity due to the healing factor of many Warframe Abilities. 

Archon Stretch has its place with Volt, Gyre, Land Wisp if you so choose as well as Archon Flow mostly working well on Frost or whomever uses cold abilities. These two are already underused in comparison to the other three. 

Edited by Halo
Further Clarification
Link to comment
Share on other sites

Just now, Halo said:

Exalted Weps in it of themselves are abilities of the frames. Therefore, they are allowed to proc via the usage of the abilities. Excal's 4 can achieve this, Mesa's 4 can achieve this, Titania's 4 can achieve this, Nidus' Larva Burst augment is an example of this, Chroma's toxin element can achieve this, etc etc. 

Many examples in which "if ability dishes out the damage, the archon mod will proc" scenarios. 

Working as intended, if you ask me. 

And Landslide, Whipclaw, and Shattered Lash are themselves abilities of the frames. While Excalibur has Chromatic Blade and can natively deal these damage types, Peacemakers and Razorwing and Artemis Bow and so on cannot. They deal IPS damage and can only get the required elemental damage types by being modded, which is the same for Landslide, Whipclaw, and Shattered Lash which gain additional damage types when modded. If weapons summoned by an ability are proccing the mod effects when their damage type is changed with weapon mods, then why are actual abilities not proccing the mod effects when their damage type is changed with mods?

  • Like 2
Link to comment
Share on other sites

Quote

We have a history of encouraging engagement with the enemy instead of automation

^lol, indeed! 

Curious if the lack of Eye Accessories rendering for Operator/Drifter as client is just a permanent bug now? Is this a 'feature' like Waypoint functionality or Dark Split-Sword holster animation? Should we expect it to be perpetually broken and ignored?

  • Like 1
Link to comment
Share on other sites

9 minutes ago, PublikDomain said:

And Landslide, Whipclaw, and Shattered Lash are themselves abilities of the frames. While Excalibur has Chromatic Blade and can natively deal these damage types, Peacemakers and Razorwing and Artemis Bow and so on cannot. They deal IPS damage and can only get the required elemental damage types by being modded, which is the same for Landslide, Whipclaw, and Shattered Lash which gain additional damage types when modded. If weapons summoned by an ability are proccing the mod effects when their damage type is changed with weapon mods, then why are actual abilities not proccing the mod effects when their damage type is changed with mods?

That comes with the standard "If does this, then effect occurs". 

If ability does elemental damage, then archon mod should proc

Examples: Ember, Protea, Wisp, Gauss with Archon Vit for heat procs | Nidus Larva Burst, Lavos, Chroma set to toxin with Archon Conty for tox+corro procs | examples already given for elec and cold. 

if the **Ability** deals the damage, then it will proc. If the ability requires a stat stick / mods to dish out specific damage types, then it is still the ability doing the damage. Examples of this are Ivara, Titania, and Mesa. 

If the Ability "imbues" the weapons someone is using with elements, therefore the ability is NOT dealing damage: examples of this are Saryn's Toxic Lash, Gauss' Thermal Sunder augment, Ember's 1st ability augment, etc etc. 

There's a fine line between the "ability doing the damage" and "the ability giving a buff to your weps" 

Now one trickier thing is why Frost's 1st Augment procs off Archon Flow, but that's a DE question. 

Modding or not, its still the ability doing the damage types required to proc the mods

Edited by Halo
Modding
  • Like 1
Link to comment
Share on other sites

51 minutes ago, [DE]Megan said:

New Naberus Treats for 2022:

  • Revenant In Action Glyph

  • Revenant Vania Helmet Blueprint

  • Haunted Interior Decorations

  • Jack O’Naut Statue

  • Sheev Blueprint 

    • Sheev Blade

    • Sheev Hilt 

    • Sheev Heatsink 

  • Plague Akwin Blueprint* 

  • Plague Keewar Blueprint* 

  • Plague Bokwin Blueprint* 

  • Plague Kripath Blueprint*

  • Exodia Contagion*

  • Exodia Epidemic*

 

*We added these Plague Star rewards to Daughter’s Naberus Offerings as the event will not be rerun this year. We did the same in 2020, since there was quite a bit of a gap between Plague Star runs. 

Massive, massive WIN

55 minutes ago, [DE]Megan said:

Archon Hunt Boss Sequence Change:

Starting this Sunday, October 9th, the Archon Hunt will swap every Sunday moving forward at 8:00 PM ET (Syndicate reset time). The Archons will now also appear at a fixed rotation, as follows: Amar, Nira, Boreal. 

Another win

Thank you so much for this 😍🤩👍

Jojo GIF

Link to comment
Share on other sites

Just now, Halo said:

if the **Ability** deals the damage, then it will proc. If the ability requires a stat stick / mods to dish out specific damage types, then it is still the ability doing the damage. Examples of this are Ivara, Titania, and Mesa.

And that's the inconsistency I'm asking about. Artemis Bow, for a clear example:

Artemis Bow (the ability) summons Artemis Bow (the weapon). The ability itself does not deal damage, the weapon does. Artemis Bow (the weapon) deals IPS damage, not Electricity. It deals mostly Puncture, with a little bit of Impact and a little bit of Slash. Even if you consider Artemis Bow (the weapon) as a part of the ability, it still does not and cannot deal Electricity Damage on its own. Yet it can be modded to deal Electricity Damage, and when it does Archon Stretch's effect will proc.

Now compare that to Landslide:

Landslide is an ability, full stop. It is not a weapon summoned by an ability or some other ambiguous thing, it's an ability. On its own it deals Impact damage and nothing else. Yet it can be modded to deal Electricity Damage, and when it was Archon Stretch's effects would proc. Now it will not proc even if the ability is modded to deal the correct type of damage.

  • Artemis Bow deals IPS damage, not Electricity.
  • Artemis Bow can be modded to deal Electricity, and when it does it can proc Archon Stretch.
  • Shattered Lash deals Slash or Puncture damage, not Electricity.
  • Shattered Lash can be modded to deal Electricity, and when it is it cannot proc Archon Stretch.
  • Landslide deals Impact damage, not Electricity.
  • Landslide can be modded to deal Electricity, and when it is was it could proc Archon Stretch, but now it cannot.

Why the inconsistency? Either abilities can be modded to proc these effects, and Landslide, Whipclaw, and Shattered Lash should proc them too, or they cannot be modded to proc these effects, and Artemis Bow, Peacemakers, Diwata, etc. should not proc them either. I'd much prefer the former.

  • Like 10
Link to comment
Share on other sites

Im so #*!%ing angry - im semi-new to the game and played it really hard last couple Months and NEARLY EVERYTHING i built until now got nerfed at some point (gonna give same review on Steam in hope that theyll stop nerfing 0STARS!!!!!!).

1.) first i invested alot of time and resources for Kuva Bramma 60% Toxin with a good Riven -> NERFS

1 1/2.) hate the ammo nerf on my other weapons too

2.) built Styanax -> NERFS couple of days later

3.) with Archon mod built the nice null star augment volt setup for daily eso focus farm -> NERFS

I REALLY like the game but the disappointment is getting bigger with every update tbh i dont even want to build nice setups anymore because im scared theyll just nerfed it again and made me waste 10s to 100s of hours.

  • Like 7
Link to comment
Share on other sites

37 minutes ago, Halo said:

If the Ability "imbues" the weapons someone is using with elements, therefore the ability is NOT dealing damage: examples of this are Saryn's Toxic Lash, Gauss' Thermal Sunder augment, Ember's 1st ability augment, etc etc. 

Saryn Toxic Lash it is a unique case cause it does more than just "imbues" the target with additional damage like the other augment examples provided. 

Toxic Lash also comes with the special property of actually inflicting toxin status chance and doesn't combine with modded elements and not just here is some damage of an element like most abilities. It is its own damage instance with its own properties, yes you need to inflict the damage via weapon but the ability is still active and stuff. There is no roundabout way of getting a toxin status effect via toxic lash you get it 100% of the time the ability is up.

It is such a unique ability since it is literally the poster child of the mod and the most toxic ability you can have with its name being toxic. I think it should work and there is enough justification for being different that there isn't going to be a problem with consistently. 

Edited by XHADgaming
  • Like 2
Link to comment
Share on other sites

36 minutes ago, PublikDomain said:

And that's the inconsistency I'm asking about. Artemis Bow, for a clear example:

Artemis Bow (the ability) summons Artemis Bow (the weapon). The ability itself does not deal damage, the weapon does. Artemis Bow (the weapon) deals IPS damage, not Electricity. It deals mostly Puncture, with a little bit of Impact and a little bit of Slash. Even if you consider Artemis Bow (the weapon) as a part of the ability, it still does not and cannot deal Electricity Damage on its own. Yet it can be modded to deal Electricity Damage, and when it does Archon Stretch's effect will proc.

Now compare that to Landslide:

Landslide is an ability, full stop. It is not a weapon summoned by an ability or some other ambiguous thing, it's an ability. On its own it deals Impact damage and nothing else. Yet it can be modded to deal Electricity Damage, and when it was Archon Stretch's effects would proc. Now it will not proc even if the ability is modded to deal the correct type of damage.

  • Artemis Bow deals IPS damage, not Electricity.
  • Artemis Bow can be modded to deal Electricity, and when it does it can proc Archon Stretch.
  • Shattered Lash deals Slash or Puncture damage, not Electricity.
  • Shattered Lash can be modded to deal Electricity, and when it is it cannot proc Archon Stretch.
  • Landslide deals Impact damage, not Electricity.
  • Landslide can be modded to deal Electricity, and when it is was it could proc Archon Stretch, but now it cannot.

Why the inconsistency? Either abilities can be modded to proc these effects, and Landslide, Whipclaw, and Shattered Lash should proc them too, or they cannot be modded to proc these effects, and Artemis Bow, Peacemakers, Diwata, etc. should not proc them either. I'd much prefer the former.

Very true, unsure as to why there is an inconsistency for this. 

Needs to be looked at. 

  • Like 1
Link to comment
Share on other sites

14 minutes ago, XHADgaming said:

Saryn Toxic Lash it is a unique case cause it does more than just "imbues" the target with additional damage like the other augment examples provided. 

Toxic Lash also comes with the special property of actually inflicting toxin status chance and doesn't combine with modded elements and not just here is some damage of an element like most abilities. It is its own damage instance with its own properties, yes you need to inflict the damage via weapon but the ability is still active and stuff. There is no roundabout way of getting a toxin status effect via toxic lash you get it 100% of the time the ability is up.

It is such a unique ability since it is literally the poster child of the mod and the most toxic ability you can have with its name being toxic. I think it should work and there is enough justification for being different that there isn't going to be a problem with consistently. 

Should it work? Hell yes it should. 

Why it doesn't? DE's case-sensitive-ness about the 'ability' doing the damage

I'll bring this up once more, Frost's 1st Ability Augment imbues weps with cold, and procs for Archon Flow, meanwhile normal imbues (Saryn's Toxic Lash) does NOT proc for Archon Conty. 

This inconsistency is warranted to be looked into and made sure imbue-abilities work for the archon mods. 

  • Like 5
Link to comment
Share on other sites

Any chance you guys could update Wise Razor to go with Tatsu while you're at it. This used to be a pretty decent stance but it got heavily degraded in the switch to the new melee system and there's really no stance alternative sadly

  • Like 2
Link to comment
Share on other sites

1 hour ago, [DE]Megan said:

Nova’s Neutron Star Augment Changes: 

  • Added line of sight (LOS) requirement to its AOE explosions and for the Stars to find targets, ignored for the first 5 meters

  • Reduced explosion radius from 16m to 8m. 

    • After Neutron Star’s damage and range was buffed in the Veilbreaker update, the Augment's usage increased by over 67 times and climbing. Because of the Helminth system, this Augment was being used more than Nova herself. Changing the Augment to Heat damage while also releasing Archon Vitality resulted in higher damage than anticipated (multiplied by squadmates’ damage boosts), and the auto-seeking nature made Neutron Star far better at room clearing than other Helminth radial damage abilities like Thermal Sunder. We have a history of encouraging engagement with the enemy instead of automation, so LOS changes seemed the most important factor to address, while still letting it maintain the new high damage features.

Neutron Star was buffed to improve QOL. You have lost sight of the original purpose in an effort to clean up the immediate problem. There is no need to adopt it if it performs like this; it does not improve QOL at all. What on earth do you want? Please make more careful adjustments.

  • Like 14
Link to comment
Share on other sites

Carrier Prime skin fix when? It's been bugged for months now... 😕

Also, introducing LoS checks for Nova's Neutron Star while consciously choosing NOT to intruce LoS checks for AoE weapons instead of the quite annoying ammo pool nerf is somewhat hypocritical 😑. Instead of creating a thousand contradictory rules for the same mechanics, wouldn't it be more coherent and healthy to unify them so that skills and weapons behave in similar ways...? 🤔

  • Like 2
Link to comment
Share on other sites

FYI:

Revenant Prime Chassis (Bronze) is showing as 65 Ducats, Revenant Prime Systems (Silver) is showing as 15 Ducats 

Tatsu Prime Handle (Gold) is showing at 15 Ducats, Tatsu Prime Blueprint (Bronze) is showing as 45 Ducats

Phantasma Prime Stock + Barrel (Gold) - 15 Ducats, Phantasma Prime Blueprint (Silver) - 15 Ducats

  • Like 1
Link to comment
Share on other sites

1 hour ago, [DE]Megan said:

Revenant’s Reave ability changes: 

  • Reave will now scale with sprint speed for both distance traveled and speed while in Reave. 

  • Reave can now be interrupted by jumping, which preserves your forward momentum.

    • The above changes were made to allow more movement focused builds! 

Woah, Revenant is getting dangerously effective. Not sure if you realize you gave him the strongest and most convenient invulnerability of any frame to date, he was already incredibly fast (as wukong) and now he is hitting ludicrous speed, on one of the fastest exterminate mission frames in the game already.

1 hour ago, [DE]Megan said:

Fixed damage types from equipped weapons applying to Mag’s Shards while she is standing in a zone created by Residual Arcanes. 

  • The Arcane effects apply only to weapons, her Shards will only apply Slash damage as intended while in these zones. 

Ya'll should check out the wiki sometime. Almost every projectile ability has benefited from frame-centered buffs since their release, most notably from Theorem Demulcent, the only niche use of that arcane that gives its existence any meaning. Elemental buffs like Smite Infusion work, Roar, Vex Armor, Arcane Arachne, Covenant, Tek Collateral, they've all always worked.

1 hour ago, [DE]Megan said:

Fixed Atlas’ Landslide ability triggering Archon Mod effects. 

Uh... Exalted weapons?? Ability?? I think that fills the criteria for these silly mods... Is Slash Dash going to get hit too, or will Gara and Khora simply be allowed to have some use for Archon mods. Archon Vitality is not going to beat Khora's slash build, since heat modifiers don't even apply.... Archon Stretch has like a super high cost of capacity and using Electricity x.x for a mild convenience of 2 energy/sec. They would have been the best cases for Archon Flow, which sees virtually no use to begin with due to its unrealistic condition. Archon Continuity..... Continuity doesn't even get modded on these builds! And again slash > corrosive procs, and cost of using toxin procs. There is nothing unfair about letting these work, this is just some weird intentional inconsistency.

1 hour ago, [DE]Megan said:

Fixes towards Styanax’s Final Stand projectile explosions damaging enemies through walls. 

  • This ability already had a line of sight requirement, but sometimes the javelins would manage to pierce parts of the level

I don't get this. Non-scaling ability that needs active use, has tiny radius, active aiming and recasting, 100 energy cost. It is easily surpassed by other much larger area frame attacks with less energy cost, yet it suffers an LoS handicap unlike the others... 

1 hour ago, [DE]Megan said:

Fixed a rounding error in the Arsenal that made it possible that the Ammo Maximum stat would not agree with the in-game value

Somewhat unrelated, but the Arsenal UI has some other rounding display issues regarding Heavy Attack wind-up, such as Keratinos displaying 0.8 but actually is ~0.76, Machetes displaying 0.7 but are actually 0.69, Gunblades displaying 0.4 but do ~0.39, but Sarpa displays a lower wind-up value of 0.3 which is closer to ~0.32, because its initial heavy attack is actually the slide-heavy or 2nd attack in the heavy combo, which turns out has a another completely unique wind-up stat that is undocumented, which all other classes probably have too. Not to mention the attack time for these swings, which is undocumented and unrelated to the wind-up. The UI has acknowledged weird weapon cases before like Nagantaka, which actually adjusts fire rate when modding magazine, and Mutalist Cernos which respects the difference between its arrow toxin and normal IPS when combining elements in its display! It should be no problem for Melee UI to be more helpful in its information displayed. The wiki has done painstaking analysis of stances, including their damage per hit, attacks per combo, and combo length in time. These are vital to the transparency of modding decisions and discussion of game balance, and should probably be displayed somewhere in-game. 

There are also some specific cases like Nataruk Reload displaying 0.1, which is trying to show 0.05 rounded up (proven by modding only 5% reload speed, rounding to 0.0s), but its functional reload is actually 0.5.

Lots more UI problems like Mutalist Quanta alt-fire still not displaying proper status chance, Synoid Simulor displaying a per-stack value that is impossible to achieve, Castanas, Talons, and other AoE attacks with no initial hit literally do not display their CC or SC at all and haven't for at almost a year.

Edited by rainy
mod -> arcane
  • Like 6
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...