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(SWITCH) Veilbreaker: Revenant Prime: Hotfix #9


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(SWITCH) Veilbreaker: Revenant Prime: Hotfix #9 

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REVENANT PRIME ACCESS 
Wield the essence of the Eidolon with Revenant Prime Access! 

Get instant access to the latest Prime Warframe with Revenant Prime Access. Add Revenant Prime along with his signature Prime Weapons Tatsu Prime and Phantasma Prime, and exclusive Prime Accessories along with Resource and Affinity Boosters to your Arsenal. 

REVENANT PRIME
The lost one rises. Wield the essence of the Eidolon as you wield Revenant Prime’s power.

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TATSU PRIME
Tatsu Prime glows with spectral splendor. It grows more powerful with each enemy’s demise, especially when wielded by Revenant.

PHANTASMA PRIME
Phantasma Prime is burnished with deadly force. In Revenant’s hands, it has increased magazine capacity. The might of its irradiated plasma is reminiscent of the fearsome Eidolon.

Exclusive Revenant Prime Glyphs
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Revenant Prime Accessories feature: 

  • Aurimus Prime Syandana
  • Vetala Prime Armor 
  • 90 Day Resource Booster
  • 90 Day Affinity Booster

Now that Revenant Prime Access is available, Relics containing components for the following items have been removed from Drop Tables and will return in Prime Resurgence at a later date. If you have Relics that contain these items they will remain in your Inventory.

  • Nezha Prime
  • Guandao Prime
  • Zakti Prime

With this Vaulting comes the shift of the following Syndicate Sacrifices:

  • Replaced Red Veil sacrifice of Nezha Prime Chassis to Harrow Prime Systems. 
  • Replaced Steel Meridian sacrifice of the Zakti Prime Receiver to the Astilla Prime Receiver. 
  • Replaced Steel Meridian sacrifice of Nezha Prime Neuroptics to Nidus Prime Neuroptics. 

Get Revenant Prime instantly with Prime Access, or earn Relics in-game to craft Revenant Prime, Tatsu Prime and Phantasma Prime. Find the Prime Access packs in the in-game Market. 

Riven Disposition Changes:
As with each round of Prime Access come updated Riven Disposition numbers, you can see the full Disposition changes here: 


Read about our Riven Disposition Guidelines here:

NIGHTS OF NABERUS 

Earn horrifying new Customizations that are sure to scare! 

Spend your Mother Tokens on spooky limited-time customizations today. 

The Nights of Naberus, the Origin System’s annual celebration of Orokin immortality (and all things macabre) has returned! This year, there are new items to earn with your Mother Tokens, including Decorations for your Orbiter and much more! 

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. 

Visit Daughter on Deimos all month long to trade your Mother Tokens for the full spread of offerings. You can also save up to 25% on Day of the Dead bundles from previous years. Log-in and join us in celebrating the Nights of Naberus today! 

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. 

Changes: 

  • 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! 
  • 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.
  • Reduced the Mastery Rank restriction of all Prime Warframes to 0. 
    • Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).
  • The autocomplete feature when linking someone’s username in chat is no longer case sensitive. 
  • Made slight tweaks to the Conservation Lure call and Vasca Kavat escape sound FX. 

Break Narmer Mission Fixes: 

  • Fixed loss of function when attempting to mount a Rampart while flying on Kahl’s Hellion Jetpack in the Prison Break mission. 
  • Fixed contact actions being disabled after running out of Hellion Jetpack fuel. 
  • Fixed the Genestamp waypoint not appearing in certain areas of the Prison Break mission tileset. 
  • Fixed a black square floating along one of the walls in the Sneaky Sabotage mission. 
  • Fixed Kahl’s Boltor Grattler doing inconsistent damage to the Wolf of Saturn Six when aiming under his feet in the Prison Break mission. 

Fixes: 

  • 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. 
  • Fixed Volt being unable to pick up or carry his Shield after his Energy drops to 0. 
  • Fixed Clients experiencing loss of function after dying while using Sevagoth’s Exalted Shadow. 
  • Fixed Atlas’ Landslide ability triggering Archon Mod effects. 
  • Fixed the Slaytra’s Slash procs not lasting twice as long as normal (12 s) as indicated in its description. 
  • 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
  • Fixed the spear from Styanax’s idle animation not disappearing if the animation is interrupted while in the Warframe select menu in the Arsenal. 
  • Fixed a rounding error in the Arsenal that made it possible that the Ammo Maximum stat would not agree with the in-game value
  • Fixed Styanax’s idle animation playing when looking at Secondary weapons in the Arsenal. 
  • Fixed the Hey Kiddo Operator being invisible or swapped with Excalibur at multiple points in the Chimera Prologue Quest. 
  • Fixed the Depth of Field Captura setting being disabled if it is also disabled in your display settings.
    • This also fixes receiving an error related to Depth of Field after switching between Warframe/Operator. 
  • Fixed the “Waiting for other players: 1/2-4" message staying on the screen even if everyone has left the Archon Assassination arena in Archon Hunts. 
  • Fixed the page 1 challenges in the Wave Rider Quest having incorrect input labels. 
  • Fixed the Syndicate Pledge screen not being centered. 
  • Fixed scrolling in the weapon’s list in the Arsenal also scrolling the stats window. 
  • Fixed ‘Most Used’ percentages in the Profile page overlapping other text in several languages.
  • Fixed several script errors related to Nova’s Null Star. 
  • Fixed script error related to Mag’s Crush. 
  • Fixed script error related to Excalibur’s Exalted Blade. 
  • Fixed script error related to Nekros’ Terrify. 
  • Fixed script error that could break Drone Escort missions on the Plains of Eidolon.
  • Fixed script error related to the Orbiter. 


Code Fix Coming in Next Cert Build: 

  • Fixed the Eros Wings Ephemera’s selected colors not updating when equipped on Operator/Drifter.
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Thanks a lot for these fixes and also for this AMAZING Revenant Prime !!!🤩

You've done an excellent work with Revenant Prime and his weapons. I hope we'll get a bit more information about his lore.

 

il y a une heure, [DE]Marcus a dit :

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.

I've noticed, and I mentioned many times on some discussions, that the new META that replaced the AoE after the nerf was Neutron Star infusion+Archon Vitality. This is a sign of what many players have said about the AoE nerf and Ammo nerf : these changes won't make single-target be more used. Players replaced the AoE weapons by AoE abilities: the Styanaxcopter gameplay, Neutron Star+Archon Vitality... and they will soon find something to replace this last one that just got nerfed.

I hope this will be enough to show that the ony way to make single-target more used is to buff them giving them additional mechanics that will make every signle-target perform as good as any multi-target. Single-target weapons don't need any damage buff (AoE and single-target are at the same level in term of damage). They just need to fit better the multi-target game mode of Warframe. An exemple, many players use AoE because they shield gate : when you shield gate you can't stand still, you have to move all the time and this makes aiming very hard (specially on consoles). If single-target weapon had a lock-on mode, players that use shield gating mechanics to survive on high levels would no more have problems to aim and would be able to use single-target weapon more often. This is just one idea, many other additional mechanics can be added to single-target to make them better.

"The META is dead, long live to the META".

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Quote

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

Are we finished kicking a dead Warframe yet? For being a celebratory Warframe y'all really aren't letting him have anything. If you're set on bugfixing him to rein in power based on usage statistics I would strongly reconsider doing so because you will get crucified for mentioning usage statistics on a Warframe given out for free.

 

14 minutes ago, (NSW)AegisFifi said:

I hope this will be enough to show that the ony way to make single-target more used is to buff them giving them additional mechanics that will make every signle-target perform as good as any multi-target. Single-target weapons don't need any damage buff (AoE and single-target are at the same level in term of damage). They just need to fit better the multi-target game mode of Warframe. An exemple, many players use AoE because they shield gate : when you shield gate you can't stand still, you have to move all the time and this makes aiming very hard (specially on consoles). If single-target weapon had a lock-on mode, players that use shield gating mechanics to survive on high levels would no more have problems to aim and would be able to use single-target weapon more often. This is just one idea, many other additional mechanics can be added to single-target to make them better.

The way to fix Single Target v AoE is in mission design. The two best mission types in the game, Void Cascade and Disruption, do not have a prevalent AoE meta like other game modes because the thing you are focused on doing is finding and killing one specific target so bringing a high Single Target weapon is much more important. Though this often gets relegated to the melee slot as Heavy Attacks are so good at the job. Outside of those two game modes, Warframe game modes fall into three categories. "Kill as many enemes as possible as fast as possible" missions like Exterminate, Survival, or Defense, "Just go fast lol" missions like Capture, Spy, or Rescue, and "This mission is on a timer, it doesn't matter" missions like Mobile Defense, Hijack, and Interception. So you can see why AoE is the preferred option.

Also I believe there is a Tenet weapon that has the lock-on feature and it sucks balls.

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il y a 14 minutes, (NSW)Vicghost a dit :

The way to fix Single Target v AoE is in mission design

I totally agree with this and that's what I use to say.

il y a 14 minutes, (NSW)Vicghost a dit :

Outside of those two game modes, Warframe game modes fall into three categories. "Kill as many enemes as possible as fast as possible" missions like Exterminate, Survival, or Defense, "Just go fast lol" missions like Capture, Spy, or Rescue, and "This mission is on a timer, it doesn't matter" missions like Mobile Defense, Hijack, and Interception. So you can see why AoE is the preferred option.

You are totally right. I've said this many times on other threads.

il y a 14 minutes, (NSW)Vicghost a dit :

Also I believe there is a Tenet weapon that has the lock-on feature

It's the Tenet Diplos (and also the Sepulcrum alt fire), but it's not a very well made lock-on. It's more like a seeking bullet that tends to not touch the target. That's why it's not very used. A real lock-on would be nice, but not the Tenet Diplos kind of lock-on.

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2 hours ago, (NSW)AegisFifi said:

I've noticed, and I mentioned many times on some discussions, that the new META that replaced the AoE after the nerf was Neutron Star infusion+Archon Vitality. This is a sign of what many players have said about the AoE nerf and Ammo nerf : these changes won't make single-target be more used. Players replaced the AoE weapons by AoE abilities: the Styanaxcopter gameplay, Neutron Star+Archon Vitality... and they will soon find something to replace this last one that just got nerfed.

I hope this will be enough to show that the ony way to make single-target more used is to buff them giving them additional mechanics that will make every signle-target perform as good as any multi-target. Single-target weapons don't need any damage buff (AoE and single-target are at the same level in term of damage). They just need to fit better the multi-target game mode of Warframe. An exemple, many players use AoE because they shield gate : when you shield gate you can't stand still, you have to move all the time and this makes aiming very hard (specially on consoles). If single-target weapon had a lock-on mode, players that use shield gating mechanics to survive on high levels would no more have problems to aim and would be able to use single-target weapon more often. This is just one idea, many other additional mechanics can be added to single-target to make them better.

Best part about the neutron star buff too wasnt the fact it could nuke down enemies through walls either, it was that it could nuke loot containers so it was the fastest way to speed trough maps opening all containers which namely is used for argon crystals. Guess Ill go back to limbo or xaku. As for killing enemies it was only really good at lower lvls, base star chart stuff, it fell of fast at higher lvls, but at base star chart lvls anything can plow though enemies so there isnt going to be much change and like you say people will just move on to the next thing.

If DE wants us to "engage" with the enemy then there should be a reason too. The IQ of enemy AI is equivalent to that of a potato, the just run up to you and either shoot at you or hide in cover thats it, no mechanics or anything. With no mechanics keeping certain frames/weapons/ect.. in check theres always gonna be 1 dominate choice, there has to be a reason for other different weapons and frames to exist but there just isnt. Nerfs are neve going to encourage different things to be used more only things that are similar to what the old meta was, meta never goes away.

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Il y a 9 heures, (NSW)warfare3376 a dit :

Best part about the neutron star buff too wasnt the fact it could nuke down enemies through walls either, it was that it could nuke loot containers so it was the fastest way to speed trough maps opening all containers which namely is used for argon crystals.

I never thought about this !

Il y a 9 heures, (NSW)warfare3376 a dit :

Nerfs are neve going to encourage different things to be used more only things that are similar to what the old meta was, meta never goes away.

I totally agree.

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