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Chains of Harrow: Hotfix 21.5.2


[DE]Megan
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5 hours ago, [DE]Megan said:

 

Fixes

  • Fixed Prime Sigils not appearing metallic and shiny as they once were.

I dont suppose this also means verlorum is now tintable?

 

EDIT: YES OMG FINALLY ITS TINTABLE AFTER TWO YEARS.

Edited by Mr.Trill
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12 minutes ago, [DE]Megan said:

Fixed Prime Sigils not appearing metallic and shiny as they once were.

Whooooooo, thank you for this fix! Been a long time coming, and I thiiiink it's back to how it was? Still a little finicky with how light plays on the sigil but I believe this is how it used to be.

Very much appreciated!

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"

21 minutes ago, [DE]Megan said:

"Fixed some invisible glass in the Grineer Sealab tileset."

I think this was response to Meg doing a bird impersonation of the windex windows. Haha "who put that window there!" DE meg you make it too easy. 

Edited by Nightreign361
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Can you please fix Operators being unaffected by Ivara's Cloak Arrow? Almost every patch now there has been a fix for some obscure bug with Operators, but for the past 7 patches or more there has not been a fix for this even with me posting about it to let you guys know it exists. Why the prioritization of all other bugs with Operators and not this one? rgxjiKc.jpg

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1 hour ago, Viyrew said:

Please fix the Jordas Golem misdocking in Jordas Verdict. It's been several months, we had 2 "fixes" that failed to do anything, and it actually happens more often now. It's extremely fustrating to having to reset the raid every time when it occurs since the hitboxes messes up and spores cannot reach his forehead.

Is it simply bugging? Or is there an archwing hitting it hard, like an elytron. Sometimes if you hit Jordas really hard it knocks it off its course. Nonetheless, yes it should be fixed.

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The focus gauge has a strange bug while in Undertow.  The gauge is visible, but shows like it has no charge.  I get that this is probably to show that the focus ability is "disabled" while inside Undertow, but it would be nice if we could see the current charge level even if we can't activate the ability while puddled.

Just leave the indicator grayed out, but make the circle around the edge display the current charge level.  Surely that can't be too hard.

Try entering a high-level mission where you pop a restore, and it needs to last you until Zenurik finishes charging.  Having to pop out of Undertow every few seconds to check if Zenurik is ready while there are bombard rockets flying around can be downright lethal.  Hydroid is amazing now, but he still can't facetank.

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2 hours ago, Viyrew said:

Please fix the Jordas Golem misdocking in Jordas Verdict. It's been several months, we had 2 "fixes" that failed to do anything, and it actually happens more often now. It's extremely fustrating to having to reset the raid every time when it occurs since the hitboxes messes up and spores cannot reach his forehead.

Please fix exploits in Jordas Verdict while you're at it: https://forums.warframe.com/topic/833027-exploits-in-trial-missions-are-known-and-intentionally-being-kept-secret-from-the-public/

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More Hydroid fixes, more Hydroid sugestions time!

[4] Hydroids Tentacle swarm still flings enemies into space when spawning, this has been both mentioned on reddit and here as being really odd both thematically and gameplay wise, please just remove the upwards momentum enemies gain when the tentacles spawn, stunning them for 0.25s would be much more useful and definitely not gamebreaking.

[3] Casting Tidal Surge in undertow only takes about 50% of the enemies along for the ride - this is highly inconsistent and your fix didn't seem to help it. Furthermore Walking away from where the enemies were captured releases them as if nothing ever happened, for an inescapable pool of death the inescapable seems very lacking - please let us take enemies along for the ride during any movement of the puddle.

[2] If we could steer his 2 while in it it would be a much more useful mobility tool.

[3] Lastly please test setting hydroids sprint speed to 2.00 during Undertow, this would allow for some more adequate mobility during poolin' around, it actually feels quite nice with 4/4 sprint speed mods equipped (2.12 sprint speed with my build) (using Sprint boost, Armored agility, Speed drift and Rush).

Edited by Lydethlas
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in their current state relays are basically useless, there is very little reason to go to one and use the navigation system in them. at this time there is no physical place in the game for the alert system, and i think the relays could be nice place to put them. there could be NPCs in the relays that are a terminal for the  alerts, the invasions, and an additional NPC in the syndicates can be there for the Syndicates mission. these new NPCS could be exposition of the alerts and mission, while making the relays more lively and lived in. at the same time you take a system that sees little use and creating it so that the community can be constantly coming and going from the relays with squads or just coming there to listen to the new lore or  information the NPCs may give them.

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23 hours ago, Darkvramp said:

hydroid idea #1

roll all of the augments into the base ability, the augments dont really do anything super powerful in the first place, so rolling them into the base abilities is only going to make him better, and it would make him not just a damage frame but he would become another support. The only thing is that i would take the damage of all of his abilities and split the damage between impact and corrosive with a status chance that can be increased up to 100% with power strength. Wasting a mods slot for any of his augments as they stand now is not worth it, he needs newer better augments. If Nekros can have innate loot manipulation, why cant hydroid?

#2

allow hydroid out of his puddle. this is a real no brainier, allow hydroid to get out of his puddle. allow him to use his 3 to sink down into the puddle and then he can do all that he can as it stands now, then jump out leaving the puddle behind with all the enemies in it, and after he leaves it he can lay down up to 3 more so a total of 4. this would start a timer that would simultaneously count down and shrink the range (letting enemies escape if they are alive still) until the duration runs out and disappears. at any point hydroid can slide or crouch on the puddle to sink below the surface and refresh the timer and range while it drains energy like it normally does resuming the countdown when he leaves the puddle again. also allow allies to slide and crouch into the puddles as well, but they are not allowed to refresh the range and duration of the shrinking puddle.

#3

give hydroid a counter system like nidus, so for enemies that his abilities kill, he gets a portion of a counter, something like 12 per full counter point or something, that increase the damage and add a critical chance to all of his abilities(plus a critical damage of course). At 5 counters he can gain some energy replenishment, at 10 he can get a leviathan pet that drags enemies into his puddles automatically (so its not just cosmetic), at 15 he could get an energy reduction to all of his abilities so he is more effective. Something along those lines.

#4

change his bloody passive, make him more piratey and have enemies drop more credits, or enemies hit by his abilities get inflicted with a debuff, or make the passive he has now actually spawn tentacles 100% of the time, as it stands now hydroids passive is BS RNG, and we already have rng in the rops in the enemies in the riven stats, dont make warframes have rng in their abilities, it makes them instantly weaker becasue of it, and cheapens them and makes you look like total Aholes

here is some ideas i posted in another post

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