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Plains of Eidolon: Update 22.10.0


[DE]Megan

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I'm too upset to leave constructive criticism at this poorly thought out nerf.  I'll simply beg you to reconsider and let diversity of gameplay as an overriding fun factor win out over "it doesn't work as intended".  If it doesn't work as intended, but doesn't break the game, and people enjoy it, leave it alone.  

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3 hours ago, Zenekri said:

Wow. First Gara, now plasmor. So anything that threatens to overtake the current bis in the meta needs to be nerfed? I dont know who makes these decisions, but DE should really chase them away. So much for "options".

 

The Logic of plasmor Not being able to headshot due to it being Aoe is absolutely stupid. But if Mr nerf@DE wants to use counterlogic then dont play favourites and apply this to all Aoe weapons.

Same was done to Penta and Simulor, they used to work great. Up next is operator Plasmor amp.

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Makes no sense, plasmor having projectiles big enough to hit the entire body of an enemy but somehow not the head makes no sense. Same goes for explosives or other AOEs that should be able to directly and indirectly hit weak points.

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Hello. Thanks for the update :)

Could you add a "Newest" , "Time Limited" and "On sale" (when there are items on sale) tab in the ingame market?

The way it is now it often feels confusing when event items come out or there is a big sale for multiple items. 

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Thanks for the new updates, new content, and all the great fixes :)

Though....

Chesa Kubrows and other utility pets are still broken. They refuse to use thier precepts around enemies. Since then many community "solutions" have been offered. "Make sure you have the precepts in the right order in your loadout". "Make sure you are not attacking enemies as your pet will start attacking and overwrite its own priorites in favor of killing". None of these fixed the issue. Take my Chesa for example, it's neutralize mod is still useless, as even though it will activate when there are enemies, my Kubrow just disarms them then keeps attacking the same enemy until it is dead. Retrive is pointless in a firefight too as, with neutralize, my Kubrow only focuses on attacking enemies 15 feet from it and won't grab my gun ammo i need 3 feet from it.  Kavats are proof that this is a bug or a broken freature as they use thier non combat functions while enemies are nearby. Please DE fix my utility kubrows.

I do see this issue slowly being fixed, Before the Preciepts wouldn't even work near enemies. Atleast now to "kind of" work. Thank you so much for your continued work DE.

On that subject, Pets in general are just plain unbalanced compaired to setinials. I know, I know. you've all heard this a million times.. But i'm posting it again becuase nothing has been done about it. 

Lets look at Setinials first:

  • Can be obtained almost right out of the gate when starting a new account
  • Cheap to make (no incubator or rare resource farming needed)
  • No wait times or resources needed to switch between compainions
  • No stat degredation over time while compainion is out
  • No Resource upkeep
  • More focused on Utility compared to Pets
  • Always stay by your side and don't get stuck on easily manuvarable parts of the map
  • Can revive you
  • Are easier to kill than pets and connot be healed as easily
  • only have a set number of "revives" before they are dead for the mission

Next Pets:

  • Take longer to get as you need to complete a quest for kubrows and then must make it to the derelict to get Kavats
  • Require Much for prerequiste work to get, the above quest to obtain equipment to use pets, Special rare drops only found at 1 location for each pet type (eggs for kubrows/Genetic codes for kavats)
  • 3 hour wait times to switch in between pets (or 30 min if you can get the resources for the "upgrade") or you can use plat or credits(upgraded) to "rush" it
  • Stat degredation for eqipped compainion which result in loss of compainion if you don't have the upgrade
  • Resource upkeep required to keep compainion alive/battle worthy
  • More focused on combat with pets having higher damage and combat abilites than setinials
  • AI cuases pets to glitch out on terrain or not even follow you period which makes them less useful for combat or utility
  • Cannot revive you
  • Are harder to kill as they have more health and can be healed by player more easily
  • Can be revived an unlimited number of times during mission

While the Hunter mod pack has made it possible for pets to now heal you, bringing them one step closer to rivaling setinials. That is so sad that we need a mod pack that hinders our already exsisiting builds to help our pets closer to a substitute for setinials. Pets are a late game compainion, harder to get, require resources to keep going, and yet they are worthless both in and out of mission compaired to setinials. Yes, Pets are more combat focused and do more damage and survive longer, but that does not redem that amount of work or time spent into getting and maintaining/using them. The utility pets are worse than setinials in every way besides survivability since they don't use thier precepts. Even if they did, they don't match up to the setinials due to the sub par pathing AI for pets.

Please DE, please. Buff Pets!! Atleast the Utility Kubrows.. fix those. either that or remove all this "end game requirements/resources sinks" from them as they are currently not worth it.

 

As of right now the only Pet i use is my Smeeta kavat as she still uses her precepts, she strips armor, and she can heal me. plus doing tons of damage. She makes all the resources and time and grind worth the price both in aquiring and maintaining her.. the other kavat is good as well as striping armor is still availible, The Charger Kubrow also uses his precepts and does great damage so he makes the price more barable. But the other Pets aren't worth it they have been collecting dust ever since early Febuary 2016 when chesa's were somewhat new and you Changed how kubrow utility precepts worked.. in that they don't.

And now with the upcomming addition of Khora, the cat tamer, kubrows and other pets take an even greater fall into the useless depths. As Khora's 3rd ability grants her a, limited time, fully functionaly and modable Kavat that is even commandable. While still all other pets need constant resource dumps to stay with you. 

I am terribly sorry for rambling on and on. But this is important to me. I've worked hard and long to get these pets and all but one aren't useful to me. Please DE Help.

Thank you for taking the time to read all this,

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I’d prefer the perla pistol skin to look more like Mesa’s deluxe regulator but more beautified. Now it looks like the design is not in sync with her deluxe skin. Same goes for the syandana, I feel it should be towards the feel of Banshee’s deluxe syandana rather than the present generic one-strip type syandana. 

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On ‎25‎/‎01‎/‎2018 at 11:53 PM, [DE]Megan said:

The Arca Plasmor received a change yesterday where headshots no longer deal bonus damage. The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.

However! While this has changed, headshots should still deal damage (without the multiplier). Currently, there is a bug where headshots deal absolutely 0 damage. This is obviously not intended, and we are working on a fix to resolve this issue.    

We apologize for missing this in the original version of the update notes for 22.10.0! As we’ve mentioned before, mainline updates can be a bit rocky (last night’s 4 a.m. ET hotfix for example). Thank you for your understanding.

Give us back the Arca Plasmor!!

This is not the right way to nerf it!!

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On 26.1.2018 at 12:53 AM, [DE]Megan said:

Friday, January 26th - Missed note about the Arca Plasmor: 

  • The Arca Plasmor received a change yesterday where headshots no longer deal bonus damage. The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.

    However! While this has changed, headshots should still deal damage (without the multiplier). Currently, there is a bug where headshots deal absolutely 0 damage. This is obviously not intended, and we are working on a fix to resolve this issue.    

    We apologize for missing this in the original version of the update notes for 22.10.0! As we’ve mentioned before, mainline updates can be a bit rocky (last night’s 4 a.m. ET hotfix for example). Thank you for your understanding.

I knew it players are NOT ALLOWED to have good things

 

DE will you ever learn?

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Seriously, stop nerfing stuff in PVE mainly game. Since PVP is locked behind different setups, and there are weapons which can pull FAR MORE damage output than Arca, stop nerfing everything because it has "fun" in it's use. Geez. Also, stop testing stuff at 20-30 lvls, will help you understand where players who spent some time with game are...

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On 26.01.2018 at 12:53 AM, [DE]Megan said:

Eidolon Lures now follow both Warframe or Operator rather than just the Warframe. The Lure will also now teleport to the player it’s following if/when it gets too far away/stuck.

First part works. Second part sadly doesn't, Lures just get stuck and stay few hundred meters away from players

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So I have 137 flawless cores and 100ish eidolon shards in my inventory but when i looked at my eidolon stats this morning it says I only have 31 captures and 136 kills. Were the stats for caps calculated retroactively or does it just track caps since the update?

I haven't turned in any flawless cores for standing as I was keeping them to track how many caps I've done. As for the eidolon shards,  based on how many I have in my inventory plus the 50 or 60 i turned in to rank up with quills, I should have at least 150 eidolon kills. Taking into account how many flawless cores I have my caps should be exactly the same number (137 in my inventory) since that's how I was tracking it previously. 

Anyone else notice this? Maybe no one really cares but eidolon caps is the best part of the game to me and I'd love to have my stats reflected correctly on my profile. 

 

Edit, looking at the numbers again I realised they may just simply be swapped or mis labelled since 31 plus 136 adds up to roughly the right number. 

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On 1/26/2018 at 1:53 AM, [DE]Megan said:

Friday, January 26th - Missed note about the Arca Plasmor: 

  • The Arca Plasmor received a change yesterday where headshots no longer deal bonus damage. The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.

    However! While this has changed, headshots should still deal damage (without the multiplier). Currently, there is a bug where headshots deal absolutely 0 damage. This is obviously not intended, and we are working on a fix to resolve this issue.    

    We apologize for missing this in the original version of the update notes for 22.10.0! As we’ve mentioned before, mainline updates can be a bit rocky (last night’s 4 a.m. ET hotfix for example). Thank you for your understanding.

You are not going to get understanding from me. While at it, want to give me back my 400 platinum that I used for an arca plasmor riven? After your "patch" it no longer works as the weapon I bought the riven for, so I'd like to get my plat back.

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On 26.01.2018 at 2:58 AM, EinstenheiM said:

We are waiting a fix for client amp damage bug and vomb spawns.

This is a crucial fix though, thanks:

  • Eidolon Lures now follow both Warframe or Operator rather than just the Warframe. The Lure will also now teleport to the player it’s following if/when it gets too far away/stuck. 

I take it back, teleport is not working at all lol

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