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Koumei & the Five Fates: Hotfix 37.0.4


[DE]Danielle
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Please please please reduce the ICD on Neutron Star! 2.5s feels really bad. Is there a reason it can't be like 1s instead?

 

Also thank you for not completely removing the wormhole interaction, but it may need some tweaking. As is, a projectile will consume the portal in just 4 seconds making it basically unusable. It's a big nerf compared to pre rework firing ANY weapons through wormhole when it had a duration and you could shoot through for the whole time (like 30s). It would be vastly preferable if wormhole gave the projectiles a lifetime instead of them consuming the wormhole. Accomplishes the same thing for nataruk while not nerfing the whole ability down to 4s duration when being shot by anything.

Edited by Zodryn
Added wormhole notes
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24 minutes ago, [DE]Danielle said:

Updated the following Incarnon Evolution descriptions to specify “Weakpoint Hits” instead of “Headshots”:

  • “X% Critical Chance on Weakpoint Hits”
  • “Weakpoint Hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.”
  • “On Consecutive Weakpoint Hits.”

 

Was this update not fully thought about? Because various enemies such as Moas have different weakpoints other than the head, and this now makes it incorrect in those cases.

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32 minutes ago, [DE]Danielle said:
  • Koumei’s Omikuji challenges will now count kills made by squadmates if the final killing blow is dealt within two seconds of Koumei dealing damage to the target. 
    • Koumei players may have encountered a difficult time completing challenges if they were with a room-clearing squad that left very little enemies in their wake. So we’ve added this brief window that allows “assisted” kills to count towards the challenges and help Koumei make use of this ability regardless of her team’s power level. This window is intentionally brief to prevent Koumei from solely relying on squadmates to complete the challenges for her.
  • Reduced the max number of kills (lowest dice roll) required to complete Koumei’s “Kill enemies while Wall Latching” Omikuji challenge from 45 to 30. 
    • We received feedback that this can be a rather difficult challenge to complete, especially in more open tilesets where Wall Latching is not easily done. So we’ve reduced the kills required to help make completion more obtainable. 

These are important changes, but are you going to do anything for the rest of her kit?

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37 minutes ago, [DE]Danielle said:

Fixes towards a t-posing clone appearing when invisibility is in effect. 

I think the wording implies this, but T-posing frame with the Temporal Prime Ephemera is still very real.
 

AlWsetT.jpeg

 

Seems like it's fixed for the Sands of Mars ephemera. Thanks for the hotfix!

Edited by Delmesa
Fixed image URI
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37 minutes ago, [DE]Danielle said:

Replaced the thematic names for Koumei’s Blessings in the Saya’s Visions pop-ups to state what they do instead. 

  • The pop-up was not clearly explaining what buff you had received from the Blessing, so instead of “Koumei Rolls Twin Kavats” it will now say “Koumei Rolls an Invulnerability Blessing” for example. 

 

hope this can be semi reversed later, the thematic names were cool and something like "Koumei Rolls Twin Kavats (Invulnerability Blessing)" would be nice

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ok you nerfed prey of dynar which a lot of people saw coming but can you also fix the fact that there is a marked target at all and just make that the first enemy you use on fang of raksh for the duration of the shroud of dynar or just enemies in general have the spread radius increase because otherwise it's difficult in to use when your in squads since your squad mostly likely will have killed the enemy that you marked. 

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36 minutes ago, KnightOfArcus said:

Please fix Nova, Many players have brought forward great suggestions in the rework sub forum. Give her a machanic like wisp for her 4th ability with neutral, fast and slow and please bring back fast animation with slightly higher base duration and range. We appreciate the efforts.

And can we expect to see Rubico and Tonkor incarnon and tenet opticor in the game in 2025 ?

Her 4th has plenty of range and duration. If you want three modes for her 4, just add rest and rage and can get that effect. What is there to complain about?

Do you also want a nuke as a seperate abiltity on every frame that will autofarm and nuke the map for you? 

smile

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40 minutes ago, [DE]Danielle said:
    • Sybaris Prime: Increased base Status Chance from +5% to +8% (still doubles in Incarnon Form as intended).  
  •  

still not worth it why not make it 10 ?

 

41 minutes ago, [DE]Danielle said:

Fixed Voruna’s Prey of Dynar Augment applying range twice on Fangs of Rahsk’s spread radius.

glad i played with it today was fun while it lasted 

 

43 minutes ago, [DE]Danielle said:
  • Increased Feigned Retreat and King’s Gambit base Damage from +35 to +50. 
  • Increased Commodore's Fortune’s base Critical Chance from +14% to +18%. 
  • Increased Survivor's Edge Base Critical Chance and Status Chance from +9% to +12%.

still dont get why the base weapons have much better incarnon stats who gets to this level and woul invest in the base not prime its an endgame upgrade 

for things like magistar the sancti is much worse than the regular it just feels bad

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While I understand while the permanent invulnerability on Koumei had to go, this just opens the door back to the criticisms of her kit many people have. A big one at least in my opinion being that there is basically no inbetween state between being alive and being dead on Koumei as her 3 leaves you very vulnerable to being one shot at times. This is a pretty big problem imo as the cooldown on her 3 leaves you vulnerable more often than you are protected and the defensive decrees you roll do not help that much with keeping yourself alive because of the aforementioned problem. What good is being able to heal myself 10% per kill if I am just dead the moment I cant ignore damage? You can get away with quite a lot because of shield gating and its health/shield restoring mechanics but this leaves things that can go through shields something that makes her feel completely awful to play as. Please consider giving her something like a damage resist when charms are on cooldown

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