[DE]Megan Posted April 5 Share Posted April 5 Dante Changes & Fixes Tragedy Line of Sight (LoS) Changes & Fixes: As a result of yesterday’s Hotfix and the understandable feedback we’re receiving, we wanted to address the clearly broken state of Dante’s Tragedy LoS checks. It was not implemented to our standards, and that is on us. We know that this has been an unpopular change, which was greatly aggravated by the fact that a) it launched in a defective state and b) that LoS checks in general suffer from broad inconsistencies. Our first step is improving how LoS checks work with Tragedy to fix the inconsistencies and ineffectiveness. We’ll use our learnings from this incident to review other cases of LoS check issues for a future update. Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable to fix the many cases players reported of not being able to hit enemies at all. Now, it considers not only the enemies that Dante sees but also those visible on screen/via the camera—so any part of them, big or small, is considered visible/eligible to pass the LoS check. To break that down a bit deeper: Enemies positioned directly behind or in front of Dante We have made it so that enemies within 5 meters of Dante are automatically considered visible; no LoS checks are required. Enemies barely in cover or who had just run to cover Enemies positioned at a different height to Dante where they are still partially in view Enemies that are not caught by the "Is the enemy on screen?" check (behind or to the sides of you) use an improved target detection where we now check for line of sight to the target's head, torso, and feet. Previously we only checked for their torso. This will improve the reliability of hitting enemies even when they are not directly on the screen. Fixed Tragedy not hitting/affecting ragdolled enemies that are in LoS. This was a particularly brutal bug considering the number of abilities, weapons, and other effects that can cause enemies to be ragdolled. This issue also contributed to the many scenarios in which Tragedy did not apply at all. With the changes above, this is where Tragedy’s LoS should have been originally. As mentioned above, we are also taking what we’ve learned from Dante and will be making general improvements to LoS checks as a whole in a future update. We provided details on how we plan to do that in the post we made today, but in short we will be making LoS checks across the board far more reliable than they are currently. Light Verse and Triumph Overguard Increases: The second pillar of feedback we want to address is our changes to Dante’s Overguard capabilities. We went too deep with the initial decrease and are, therefore, bumping up the Overguard gain from Light Verse and Triumph to a middle ground between their pre- and post-balance states. Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank. Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum. We value your input and how it helps us iterate and improve together. Thank you, Tenno. Deep Archimedea Fixes: Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing. Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended. All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard. Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients. Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen. Fixed a script error that could occur between missions. Fixed a crash caused by recovering from being knocked down in Deep Archimedea. This was also causing an issue where your Warframe would seemingly “trip” all over the place before crashing. Fixes: Fixed a crash caused by the “Complete an Exterminate mission in 6 minutes” Cavia Bounty challenge. Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker. Fixed the lighting in the interior of the Orbiter (not on Drifter Camp) changing from bright to dark as you move around when the Dynamic Lighting or Sun Shadows settings are disabled. Fixes towards some surface artifacting occurring in the Drifter Camp. Fixed Secondary ammo pickups in the Simulacrum not charging the Grimoire’s alt-fire. Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level. Fixed given Grimoire to friendly NPC (i.e. Rescue Target, etc.) causing Secondary ammo pickups to stick to the player. Fixed Blueprints that have crafting costs that exceed a player’s owned Credits appearing at the top of the Foundry list when sorted by “State”. Fixed glowing blue orbs appearing on the Conduits in the Armatus Disruption mission. Fixed broken lighting throughout the Grineer Sealabs Assasination (Titania) tileset. Fixed [PH] tag appearing in the TennoGuide when instructed to visit Onkko after completing The War Within Quest. Fixed some hitching when loading into Venus missions. Fixed a crash caused by weapon hit direction. Fixed crashes caused by Keyglyphs being reassigned to players after Host migration. Fixed a script error in Isolation Vault Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/ 34 Link to comment Share on other sites More sharing options...
Telluric Posted April 5 Share Posted April 5 thank you guys! 5 Link to comment Share on other sites More sharing options...
KrepsStyle Posted April 5 Share Posted April 5 ty 4 Link to comment Share on other sites More sharing options...
Popular Post yeahnil Posted April 5 Popular Post Share Posted April 5 (edited) vor einer Stunde schrieb [DE]Megan: We value your input and how it helps us iterate and improve together. Thank you, Tenno. Not really. Nothing the people have been telling you has been addressed. Horrible bait and switch tactics. EDIT: His LoS is even more broken than before now. Anything obscured by Dante himself isn't hit. Changing the FOV also breaks it. Well done. Edited April 5 by yeahnil 158 Link to comment Share on other sites More sharing options...
Popular Post Ogger Posted April 5 Popular Post Share Posted April 5 Nothing on the ridiculous nerf on nezha's divine retribution :( 119 Link to comment Share on other sites More sharing options...
-DarkenPrime- Posted April 5 Share Posted April 5 Love DE, unlike some lol JK BTW 1 Link to comment Share on other sites More sharing options...
Grimlow Posted April 5 Share Posted April 5 I will still miss the max range Dante Nuke but this is much better. Thank you for listening. Link to comment Share on other sites More sharing options...
Popular Post Thicky Posted April 5 Popular Post Share Posted April 5 Why hasn't Nezha's augment nerf been reviewed in these patch notes? 😵 78 Link to comment Share on other sites More sharing options...
Popular Post iSiawPrime Posted April 5 Popular Post Share Posted April 5 (edited) There’s over 100 pages mostly consisting on players asking DE to REVERT the Tragedy LoS changes, listen to your community for once, we don’t want the LoS on Tragedy full stop Edit : Dante LoS on Tragedy is still broken, you can fail the check if Dante himself is obstructing the camera lmao REVERT THE CHANGES ALREADY OMG Edited April 5 by iSiawPrime Dante is a joke now 129 Link to comment Share on other sites More sharing options...
TummyLover Posted April 5 Share Posted April 5 Thanks, I can’t wait to see other LoS frames get a buff later as well. Though sidenote; I wasn’t expecting an overguard buff, didn’t really think he needed it to be honest lol. 4 Link to comment Share on other sites More sharing options...
Alt3rcode Posted April 5 Share Posted April 5 That still does NOT solve the issue of frames getting protected when they don't want it (Chroma), but its still an improvement. Removing the LoS altogether is still preferable, as Dante hits enemies with Dark Verse without Line of Sight and its combo is severelly crippled with LoS on its Tragedy, As for the overguard, just remove the nerf 100%, please, its useless on Steelpath if its value is low. 37 Link to comment Share on other sites More sharing options...
Nakti Posted April 5 Share Posted April 5 2 minutes ago, yeahnil said: Nothing the people have been telling you has been addressed Could you guys stop lying at least for a moment? 20 Link to comment Share on other sites More sharing options...
Waeleto Posted April 5 Share Posted April 5 1 minute ago, [DE]Megan said: Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank. Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. This is a start, thank you 1 minute ago, [DE]Megan said: We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum. I'm gonna assume this means that everything with Dante atm is not set in stone ? If so i'll keep out hope for more of our feedback on multiple threads to be heard which the OG buffs are a start to, this does restore some faith and trust that was completely lost from yesterday's horrific hotfix 4 minutes ago, [DE]Megan said: Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable The general feedback was mainly to revert this, it's still a big nerf and not a small tweak, we'll have to see how future dante hotfixes play out 25 Link to comment Share on other sites More sharing options...
MrDerpHerpin Posted April 5 Share Posted April 5 cool, now give me my shards back that i had on Dante please! 29 Link to comment Share on other sites More sharing options...
Megazawr Posted April 5 Share Posted April 5 (edited) Please fix the loss of functionality bug in archimedia. I've had it 2/2 times in my archimedia runs(only during the 1st mission, the exterminate). And my teammates also had it(except the host) With this bug I could'nt use weapons at all, only abilities, parkour and quick melee(which was very weak because I built it for heavy attacks). But after summoning archgun I couldn't use quick melee too(couldn't shoot or remove archgun either) Edited April 5 by Megazawr 1 Link to comment Share on other sites More sharing options...
captn_Pat Posted April 5 Share Posted April 5 So dante is still castrated but has slightly less problems with los, but way more than before your "delicate adjustments"? Revert him to where he was at launch ffs 53 Link to comment Share on other sites More sharing options...
RivaAurelius Posted April 5 Share Posted April 5 6 minutes ago, [DE]Megan said: Dante Changes & Fixes Tragedy Line of Sight (LoS) Changes & Fixes: As a result of yesterday’s Hotfix and the understandable feedback we’re receiving, we wanted to address the clearly broken state of Dante’s Tragedy LoS checks. It was not implemented to our standards, and that is on us. We know that this has been an unpopular change, which was greatly aggravated by the fact that a) it launched in a defective state and b) that LoS checks in general suffer from broad inconsistencies. Our first step is improving how LoS checks work with Tragedy to fix the inconsistencies and ineffectiveness. We’ll use our learnings from this incident to review other cases of LoS check issues for a future update. Improved Tragedy’s Line of Sight checks per enemy to be much more forgiving and reliable to fix the many cases players reported of not being able to hit enemies at all. Now, it considers not only the enemies that Dante sees but also those visible on screen/via the camera—so any part of them, big or small, is considered visible/eligible to pass the LoS check. To break that down a bit deeper: Enemies positioned directly behind or in front of Dante We have made it so that enemies within 5 meters of Dante are automatically considered visible; no LoS checks are required. Enemies barely in cover or who had just run to cover Enemies positioned at a different height to Dante where they are still partially in view Enemies that are not caught by the "Is the enemy on screen?" check (behind or to the sides of you) use an improved target detection where we now check for line of sight to the target's head, torso, and feet. Previously we only checked for their torso. This will improve the reliability of hitting enemies even when they are not directly on the screen. Fixed Tragedy not hitting/affecting ragdolled enemies that are in LoS. This was a particularly brutal bug considering the number of abilities, weapons, and other effects that can cause enemies to be ragdolled. This issue also contributed to the many scenarios in which Tragedy did not apply at all. With the changes above, this is where Tragedy’s LoS should have been originally. As mentioned above, we are also taking what we’ve learned from Dante and will be making general improvements to LoS checks as a whole in a future update. We provided details on how we plan to do that in the post we made today, but in short we will be making LoS checks across the board far more reliable than they are currently. Light Verse and Triumph Overguard Increases: The second pillar of feedback we want to address is our changes to Dante’s Overguard capabilities. We went too deep with the initial decrease and are, therefore, bumping up the Overguard gain from Light Verse and Triumph to a middle ground between their pre- and post-balance states. Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank. Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. We knew we could tackle LoS improvements and Overguard bumps today without hesitation. However, this is just the tip of the feedback iceberg, and we know there’s more that’s been shared beyond what we can accomplish today regarding both LoS, Overguard, and more. So we’ll continue to digest and evaluate feedback, and we encourage you to keep sharing in the dedicated Dante Feedback subforum. We value your input and how it helps us iterate and improve together. Thank you, Tenno. Deep Archimedea Fixes: Fixed Clients being unable to interact with Void Angels to revive fallen Host for the second time in a mission due to the context action missing. Fixed the Loadout options resetting daily instead of weekly (at usual reset time) as intended. All conditions for Deep Archimedia are on a weekly reset, so the Loadout Modifiers follow this standard. Fixed the message to defeat the Void Angels to revive downed players lingering on screen for Clients. Fixed [PH] tag appearing in the additional Search Pulses tooltip in the Netracell screen. Fixed a script error that could occur between missions. Fixed a crash caused by recovering from being knocked down in Deep Archimedea. This was also causing an issue where your Warframe would seemingly “trip” all over the place before crashing. Fixes: Fixed a crash caused by the “Complete an Exterminate mission in 6 minutes” Cavia Bounty challenge. Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker. Fixed the lighting in the interior of the Orbiter (not on Drifter Camp) changing from bright to dark as you move around when the Dynamic Lighting or Sun Shadows settings are disabled. Fixes towards some surface artifacting occurring in the Drifter Camp. Fixed Secondary ammo pickups in the Simulacrum not charging the Grimoire’s alt-fire. Fixed the splash sound FX from throwing Amphors at Crucibles being heard throughout the level. Fixed given Grimoire to friendly NPC (i.e. Rescue Target, etc.) causing Secondary ammo pickups to stick to the player. Fixed Blueprints that have crafting costs that exceed a player’s owned Credits appearing at the top of the Foundry list when sorted by “State”. Fixed glowing blue orbs appearing on the Conduits in the Armatus Disruption mission. Fixed broken lighting throughout the Grineer Sealabs Assasination (Titania) tileset. Fixed [PH] tag appearing in the TennoGuide when instructed to visit Onkko after completing The War Within Quest. Fixed some hitching when loading into Venus missions. Fixed a crash caused by weapon hit direction. Fixed crashes caused by Keyglyphs being reassigned to players after Host migration. Fixed a script error in Isolation Vault Bounties. For list of known issues for Dante Unbound, visit our dedicated thread: https://forums.warframe.com/topic/1388578-dante-unbound-known-issues-thread/ I will be requesting a refund for Dante. This is ridiculous and leaves a horrible taste in the mouth. 65 Link to comment Share on other sites More sharing options...
Carlosmann100 Posted April 5 Share Posted April 5 So can you listen to the feedback where hundreds of people are telling you to remove the LOS check? 59 Link to comment Share on other sites More sharing options...
Arddoran Posted April 5 Share Posted April 5 (edited) Soo... nothing about Nezha or Eclipse. Hmm.... And the LoS remains, this is awful Edited April 5 by Arddoran 56 Link to comment Share on other sites More sharing options...
Lyly. Posted April 5 Share Posted April 5 please consider taking another approach to Nezha's augment nerf 36 Link to comment Share on other sites More sharing options...
MrDerpHerpin Posted April 5 Share Posted April 5 @[DE]Meganplease im begging you... nowhere on your site or in game does it say getting a refund on a frame would not also refund the shards.. i just want my shards back... 23 Link to comment Share on other sites More sharing options...
--BIG--Doug-Desu Posted April 5 Share Posted April 5 I'm still trying to understand the nerf for no reason n on Nezha. lol 35 Link to comment Share on other sites More sharing options...
DrinkingRock Posted April 5 Share Posted April 5 As someone who has to carefully craft paragraphs occasionally, that must've taken some overtime to write as eloquently as it was. Thanks for the professionalism in addressing everyone's feedback! 1 Link to comment Share on other sites More sharing options...
WindShadow970 Posted April 5 Share Posted April 5 4 minutes ago, [DE]Megan said: Increased the Overguard gained from Light Verse from 250 to 350 at Max Rank Still should be fully reverted. 4 minutes ago, [DE]Megan said: Increased the Overguard gained from Triumph from 2000 to 3000 at Max Rank. A 40% nerf from the original point is still rather heavy, 6 minutes ago, [DE]Megan said: . We’ll use our learnings from this incident to review other cases of LoS check issues for a future update. This is good but did it really need a massive muck up and colossal backlash to address this very longstanding issue. Oh and Tragedy needs that check removed still. 44 Link to comment Share on other sites More sharing options...
Acceptance Posted April 5 Share Posted April 5 Thanks 3 Link to comment Share on other sites More sharing options...
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