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Update 16.2


DE_Adam
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And as always:

 

Still no fix for the broken melee with Mesa (cannot find the thread I was looking for but other Tennos are kindly enough to have the same bug): https://forums.warfr.../?hl=+mesa +bug

Still no fix for the unreachable spots on Eris: https://forums.warfr...s/#entry4466640

Still no fix for bug with unranked warframes at the start of a mission: https://forums.warfr...e/#entry4470676

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Still no fix for:

 

Mod Reward screen showing incorrect Fusion Cores: https://forums.warframe.com/index.php?/topic/416244-mod-reward-screen-showing-incorrect-fusion-cores/

 

Casting Silence Aggros Enemies To Sentinel: https://forums.warframe.com/index.php?/topic/416197-casting-silence-aggros-enemies-to-your-sentinel/

Edited by superbot34
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Hmmm the overload augment doesn't seem to match what the DC voted for.

 

K8HSIq4.jpg

 

The one that won the vote for the design council was the damaging arc when enemies were hit by overload, yet the augment we got was the one that came in third place. Why did you decide to choose this augment? This does nothing to help overload still being lackluster. I was really hoping for the augment to arc to enemies to increase the damage.

It is a bit disconcerting, though this did happen to some degree during the last phases of ideas and polls. It's only disconcerting in this case, however, as so far we haven't received more than one augment per ability, so it doesn't look like we're going to get exactly what we voted for in the first place.

 

Not a bad third place, I suppose.

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Hmmm the overload augment doesn't seem to match what the DC voted for.

 

K8HSIq4.jpg

 

The one that won the vote for the design council was the damaging arc when enemies were hit by overload, yet the augment we got was the one that came in third place. Why did you decide to choose this augment? This does nothing to help overload still being lackluster...

You took the time to screen cap, but not read the relevant post:

https://forums.warframe.com/index.php?/topic/403801-release-plans-for-design-council-augment-mods/

Esteemed Tenno of the Design Council, As we get closer to the next major Warframe update:1) We want to let you know that not all of the final Design Council Augment mods will be included in U16 (some of the Augments were already in the works before the submissions started).2) Some of the Augments being released are not necessarily #1 from the polls. Even though some designs were not the top choices, they are more feasible to be released in U16 and are being completed first. However, that doesn't mean that other Augments from the polls will not be made in the future - we plan on having multiple augments for each ability.  For more details on the Design Council Augment mod project, follow the overview thread here:https://forums.warframe.com/index.php?/topic/384033-augment-mods-design-project-overview/  Thanks!

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OROKIN COLOR PICKER

 

Add the colors of the Orokin to your Warframe and Weapons! This new color picker features colors derived from the relics of the Orokin Empire.

 

Keyword here is "derived". No matches for default primes' colors.

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Not gonna lie, I was expecting more.  U16 has been, and is continuing to be, a pretty big let down. 

 

I am grateful for the fixes, but three new augments... that's it?  No new weapon?  No new enemy?

 

I am just praying this week's void trader won't be yet another let down as he has been the last several times, not getting my hopes up though. 

 

Really?

 

U16.0 - Augments

  • Loki:  Invisibility:  Hushed Invisibility - Weapon noise is reduced by 100% while invisible.
  • Mag: Crush:  Fracturing Crush - Survivors have their armor decreased by 50% and become unable to move for 7 seconds.
  • Frost: Snow Globe:  Chilling Globe - Enemies that enter have a 50% chance to become frozen solid for 8 seconds.
  • Chroma: Spectral Scream:  Afterburn - On deactivating this ability Chroma will launch an elemental projectile dealing 100 damage for each second the ability was active, to a maximum of 500 damage.
  • New Weapons

    Kohmak - Like the larger Kohm, this hand-shotgun doubles its volley with every successive shot.

    Ripkas - Motorized saw fists usable in close combat

    New Stance

    Four Riders - A claw Stance capable of fast strikes and powerful slams.

  • New Enemy

    Grineer Manic- Dashing in for quick strikes before falling back to the shadows the Grineer Manic is difficult to catch, and deadly to ignore.

 

  • Update 16.1: Volt Prime

 

  • U16.1.2: Available on Login:

     

    ·         Dex Dakra

    ·         Dex Furis

and now...

 

AUGMENT MODS

 

Nova -- Escape Velocity (Worm Hole Augment):  Allies that travel through Worm Hole gain a 30% speed bonus for 4 seconds.

Valkyr -- Eternal War (Warcry Augment): While active, Warcry's duration is increased by 1.25 seconds for each melee kill.

Volt -- Capacitance (Overload Augment): Converts 3% of damage dealt into shields split between Volt and allied Tenno.

 

This community is going downhill, not the game

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It is a bit disconcerting, though this did happen to some degree during the last phases of ideas and polls. It's only disconcerting in this case, however, as so far we haven't received more than one augment per ability, so it doesn't look like we're going to get exactly what we voted for in the first place.

 

Not a bad third place, I suppose.

 

I actually like the idea of this mod more than the one that came in first place. While the first place result would be pretty cool, I feel like this augment helps better round out Volt's kit as a support.

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