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PSN Echoes of Duviri: Hotfix #9


[DE]Taylor
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PSN Echoes of Duviri: Hotfix #9

Fixes:

  • Fixed Latron Prime’s Incarnon Mode not benefitting from the Double Tap Mod. 
  • Fixed Clients experiencing loss of function after Host migration in the Undercroft. 
  • Fixed getting stuck as Operator in the Undercroft and being unable to Transference back to your Warframe in the 8th stage of The Duviri Paradox Quest.
  • Fixed the mission select UI in the Zariman elevator incorrectly showing “Halako Perimeter” instead of the intended “Tuvul Commons” for the first mission of The Angels of the Zariman Quest.
    • This was purely a UI issue, Tuvul Commons was always the first mission played regardless of what was indicated in the elevator. 
  • Fixed Madurai’s Power Transfer and Unairu’s Poise not triggering reliably if Client has low frame rate (below 30 FPS). 
  • Fixed being able to buff Exodia Contagion's projectile damage with heavy attack multiplier by performing a series of specific parkour movements.
    • The movements in question allowed for heavy attacks to be performed mid-air instead of triggering the intended ground slam, which then caused the Heavy Attack damage multiplier to be applied to the projectile. In this Hotfix, we’ve specifically removed the interaction that buffed its damage, as heavy attacking mid-air is not possible otherwise. We understand that this was a popular combination due to its ability to land wild damage numbers, but it was dependent on a movement animation bug and went beyond the original design for the Arcane. 
  • Fixed players who have not unlocked the Steel Path being able to join Steel Path missions when invited by Host from Dojo. 
  • Fixed several issues with the following weapons when they appear as an offering in Teshin’s Cave: 
    • Fixed the Perla Dual Pistol Skin only being applied to one of the Dex Furis.
    • Fixed Claw and Fist weapons sitting perpendicular to one another.
    • Fixed the fist and feet components of Sparring weapons overlapping each other. 
    • Fixed the Tenet Agendus sitting perpendicular to its Shield.
    • Fixed Ghoulsaw sitting too far to the right in its display.
  • Fixed several mining locations in the Orb Vallis missing its veins and heat spots (notably at Fortuna Elevator, Deck 12 entrance, and Reflector Control). 
  • Fixed the Vapor Trail K-Drive Mod’s Boost Speed buff being the same (+10) for both Rank 9 and 10. Rank 10 will now give +11 Boost Speed.
  • Fixed being unable to chat link the Mag & Frost Prime Dual Pack. 
  • Fixed being unable to chat link the Altra Sentinel Mask. 
  • Fixed several script errors in the Paragrimm’s Tomes objective in Duviri. 
  • Fixed being unable to place decorations near to the Orokin Lab in the Dojo. 

Click here for the Known Issues List

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I am not a big fan of the Exodia Contagion build or how it was implemented here. While this is apparently the source of a bug, it’s been incorporated into many builds by players using the functionality as it has existed for a long time now. Due to the nature of how these build often play out, frequently this will also include use of umbral forma which is a very rare material.

My issue here comes in two parts:
First is that DE made a change players invested in based on term knowledge of how mechanics work out of the blue.

Second is that a change was made that actually affects player game play and how builds function, and the change itself was hidden in the Patchnotes where simple bug fixes go, vice being highlighted at a minimum and preferably, discussed at a DevStream level.

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the Latron's incarnon is actually benefitting from Double Tap as intended... but only the projectile's direct hit. for an AoE weapon, that you use to aim at the ground, is completely useless. and because ricochet bullets don't even try to follow enemies more like Miter's, Dual Toxocysts or even Lato's Incarnon, Double Tap simply remains as an useless mod. even if you get to be consistent with direct hits, Latron's Incarnon projectile isn't hitscan, so those 2 measly seconds you get might end before they reach the next enemy if you're at just the wrong distance, without mentioning that a single bullet might destroy an entire room with just the AoE explosions so you won't have the chance the hit another enemy.


An actual meaningful change to this forgotten Conclave mod (like the entire gamemode itself) would be to increase the duration of the effect for even 1 second. 1 second is enough and puts it closer to comfort at 3 seconds, similar to Merciless arcanes' 4 seconds. and speaking of arcanes, wouldn't it be better if it worked similar to them? where it lost a set amount of stacks instead of completely resetting. since the mod stacks up to 20x, then losing 5x each 3 seconds would make the mod actually useful and more manageable without losing all of your base damage for that annoying random downtime in the carnage.
for the incarnon mode, just let it activate with the AoE and it will make things incredibly easier. Double Tap itself is hard to use with the Latron without any fire rate mods, and that it's a single target weapon doesn't help. making the mod more leaned to work with the incarnon form would go well with the reworks incarnons are meant to represent.

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