NanoSquid Posted yesterday at 11:23 AM Share Posted yesterday at 11:23 AM I can see why this one took a while. A lot more fixes and tweaks than I was expecting. Thanks for your hard work. 1 Link to comment Share on other sites More sharing options...
(PSN)amurita Posted yesterday at 11:23 AM Share Posted yesterday at 11:23 AM Sicarus prime is now crap! please give me back my time and forma x3 . 1 Link to comment Share on other sites More sharing options...
Styx_Prime Posted yesterday at 11:24 AM Share Posted yesterday at 11:24 AM Nice 👍 Link to comment Share on other sites More sharing options...
Zodryn Posted yesterday at 11:25 AM Share Posted yesterday at 11:25 AM (edited) 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 yesterday at 11:56 AM by Zodryn Added wormhole notes 3 Link to comment Share on other sites More sharing options...
YouTubeLove Posted yesterday at 11:26 AM Share Posted yesterday at 11:26 AM Thank you for correcting my inquiry to support. Link to comment Share on other sites More sharing options...
ISwearIAmSmart Posted yesterday at 11:27 AM Share Posted yesterday at 11:27 AM 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. 3 Link to comment Share on other sites More sharing options...
tel__arin Posted yesterday at 11:29 AM Share Posted yesterday at 11:29 AM Thanks for the hotfix, but please consider the Deimos mining problem in the next one. it's almost impossible to craft bonewidow without those minerals Link to comment Share on other sites More sharing options...
Rhuanprof97 Posted yesterday at 11:32 AM Share Posted yesterday at 11:32 AM So umm i received a second caliban and a second bundle of forma in my inbox do i open a support ticket or its alright? Link to comment Share on other sites More sharing options...
Okami_Amaterasu Posted yesterday at 11:34 AM Share Posted yesterday at 11:34 AM Thank you for the Conclave changes, greatly appreciated. Link to comment Share on other sites More sharing options...
ABlindGuyPlays Posted yesterday at 11:35 AM Share Posted yesterday at 11:35 AM 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? 4 Link to comment Share on other sites More sharing options...
MosesBg Posted yesterday at 11:36 AM Share Posted yesterday at 11:36 AM DE Temporal Prime Ephemera is still broken, please fix it, we paid money for it, and it is not OK if it is broken. Link to comment Share on other sites More sharing options...
Delmesa Posted yesterday at 11:39 AM Share Posted yesterday at 11:39 AM (edited) 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. Seems like it's fixed for the Sands of Mars ephemera. Thanks for the hotfix! Edited yesterday at 11:40 AM by Delmesa Fixed image URI 1 Link to comment Share on other sites More sharing options...
.Genix. Posted yesterday at 11:40 AM Share Posted yesterday at 11:40 AM 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 3 Link to comment Share on other sites More sharing options...
LoopStricken Posted yesterday at 11:41 AM Share Posted yesterday at 11:41 AM Getting a lot of crashes with this hotfix, both times I've tried doing a survival mission on Jupiter, it's crashed. Link to comment Share on other sites More sharing options...
yoyofightthepower Posted yesterday at 11:44 AM Share Posted yesterday at 11:44 AM 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. 3 Link to comment Share on other sites More sharing options...
Mortyfex Posted yesterday at 11:46 AM Share Posted yesterday at 11:46 AM (edited) Not sure if this is the proper place to post this, but since the hotfix, I have had two games in a row where enemies don't spawn until very late in the level. Currently tested on tenet sister node on venus. Will update. Edited yesterday at 11:46 AM by Mortyfex Link to comment Share on other sites More sharing options...
SqaureCircle Posted yesterday at 11:46 AM Share Posted yesterday at 11:46 AM 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 1 Link to comment Share on other sites More sharing options...
Kylo. Posted yesterday at 11:46 AM Share Posted yesterday at 11:46 AM 37 minutes ago, TotallyBot385 said: Did they fix the random T-pose during void fissures when fissure aura is applied? looks fixed 1 Link to comment Share on other sites More sharing options...
(PSN)MJ-Cena7 Posted yesterday at 11:47 AM Share Posted yesterday at 11:47 AM 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 1 Link to comment Share on other sites More sharing options...
SilverFangBlackWIng Posted yesterday at 11:48 AM Share Posted yesterday at 11:48 AM The sorting options for the UI still don't remember what you picked anymore and instead default to a random option like "Focus Lens". Please fix is very annoying. 1 Link to comment Share on other sites More sharing options...
Ryu-_-008 Posted yesterday at 11:52 AM Share Posted yesterday at 11:52 AM (edited) Tenacious bond still doesn't count hunter synergy But at least my kubrow can move again Edited yesterday at 11:52 AM by Ryu-_-008 2 Link to comment Share on other sites More sharing options...
RobWasHere Posted yesterday at 11:55 AM Share Posted yesterday at 11:55 AM Dera incarnon still underwhelming I guess 2 Link to comment Share on other sites More sharing options...
TTraw Posted yesterday at 11:56 AM Share Posted yesterday at 11:56 AM 49 minutes ago, Xsoskeleton said: Welp, that was fun while it lasted, good bye 101m status spread awoo Oh no, she can only nuke 1 room instead of 2, this is truly the end of the world. 1 Link to comment Share on other sites More sharing options...
PillowPrincess Posted yesterday at 11:56 AM Share Posted yesterday at 11:56 AM 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 3 Link to comment Share on other sites More sharing options...
TsukuyomiNoGeki Posted yesterday at 11:58 AM Share Posted yesterday at 11:58 AM People saying sicarus is now crap. Are you nuts? Or you modded it like S#&$? I didn't bother to forma for the last slot (well two, if you count exilus) but it still reaps and tears, albeit on a more reasonable level. 1 Link to comment Share on other sites More sharing options...
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