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Shrine of the Eidolon: Hotfix 22.12.3


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Shrine of the Eidolon: Hotfix 22.12.3

*Please note that we’re aware of the following issue and have a fix for our next Hotfix: 
Index missions in the Glast Gambit quest rewarding the wrong amount of credits, resulting in players losing credits even when winning

Zephyr Changes and Fixes:
As mentioned in Update 22.12.0, we prefaced Zephyr’s new Air Burst ability with a note that it may be tweaked after feedback - and here we are! To retain her aerodynamic synergy, we’ve tweaked the following:

  • Energy cost of Zephyr’s Air Burst is now halved while in air.
  • Increased the speed of Zephyr’s Air Burst projectile.
  • Increased the speed of Zephyr’s Tornado tracking to move quicker to your aim point.
  • Removed Zephyr’s Turbulence loop sound and lowered hover loop volume.
  • Fixed a crash when killing a Volatile Runner (or enemy that exploded on death) trapped inside Zephyr's Tornado by shooting the Tornado.
  • Fixed Zephyr’s Air Burst not increasing the size of your Tornado as a Client.

Atlas Change:

  • Reduced the decay rate of Atlas’ Rubble by half.


  • Changed the Zhuge’s Critical Chance to the intended 20%.
  • Toned down the explosion and smokey VFX when firing an Operator Amp.
  • Slight spacing adjustment to Relic opening/Riven unveil UI so they're all the same spacing.
  • Somachord volume setting is now saved across all sessions.
  • Minor sound remastering updates have been made to the following weapons:
    • Tigris / Tigris Prime / Sancti Tigris
    • Boltor / Boltor Prime
    • Latron / Latron Wraith / Latron Prime
    • Snipetron Vandal
    • Rubico


  • Fixes towards crashing when flying a Dargyn.
  • Fixed Assassination Bounty stages not progressing when killing the Commander very quickly. 
  • Fixed Squad UI losing functionality when anyone leaves your Squad when in your Orbiter.
  • Fixed Squad UI being left in weird "Waiting for Players / Clear Voting" state (instead of "Waiting For Players / Cancel Mission") when failing to join a Public session.
  • Fixed the Teralyst being able to kick around pick-ups and potentially push them through the ground.
  • Fixed not being able to pick up Index points as a Client if the pick-up was too far away from you from the Host's point of view. 
  • Fixed switching to Operator and back causing some abilities (e.g. Fireball, Vauban 1/3/4) to cost twice as much Energy.
  • Fixed Enemies petrified by Atlas’ Path of Statues Augment Mod not dropping Rubble.
  • Fixed the Arcane Arachne damage increase not resetting when shooting the ground
  • Fixed all Teralyst variants not attacking players in Dargyns.
  • Fixed Shotgun Rivens generating a challenge for killing Dargyns with a Bow.
  • Fixed Vauban’s Bounce trap sending victims horizontal instead of straight up. 
  • Fixed the Scourge appearing to be rotated incorrectly when viewed on a surface
  • Fixed Mirage Prime's materials looking muddy during Eclipse in the dark.
  • Fixed not being able to see your Pets fur patterns in the Appearance screen when you first open the Arsenal.
  • Fixed Clients not having their melee combo counter increased for Ash’s clones hitting enemies in Bladestorm.
  • Fixed navigation bug causing AI to get stuck in certain situations.
  • Fixed the player flashlight being too dim. 
  • Fixed excessively bright fog in your Liset.
  • Fixed a script error that could occur when Mining.
  • Fixed a script error when casting Atlas’ Tectonics.
  • Fixed a script error when casting Mirage Prime’s Hall of Mirrors.
  • Fixed a script error when casting Ash’s Bladestorm. 
  • Fixed a script error when using Transference as Equinox.
  • Fixed a script error when deleting all read messages at the same time a message transmission pops up.
  • Fixed the Kuva Siphon sometimes missing shadows.
  • Fixed Riven unveil diorama being offset to the side.
  • Fixed cases of empty names appearing when joining an Instance. 
  • Fixes for unintended changes to kill shot and headshot sounds.
  • Fixed missing Liset ‘fly in’ sounds as reported here: https://forums.warframe.com/topic/915481-liset-audio-bug/
  • Fixed poor lighting during Vor’s Prize cutscenes. 
  • Fixed Display descriptions exceeding the UI boundaries.
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Meanwhile we have Eidolons that teleport for no reason, even with lures attached to them.

And Eidolons that spawn and then go haywire, resulting in multiple teleports and players are unable to damage him in time to get rid a single Synovia.

Forgot to add this part lul

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There are bunch of various annoyances that have popped up or have been unspoken about for a few months:

  •  A Toxin ancient's roar can bypass quickthinking insta killing your frame regardless if you had energy
  • The hydrolyst light show is blinding even with bloom turned off
  • There is current no way to take back your shard from the shine when you think you wont have enough time to finish off the next eidolon


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I play zephyr a lot and she is one of my favorite warframe but all the changes that have been made on her was kinda nerf toward her.

The turbulence animation is way longer than before, though it didn't make any difference since u also had to move on the previous animation this one is longer.

The damage of Tornado and Airburst is very low. For cc it is ok for damage it is horrible.

Also the dive bomb before was way better compare to the airburst, at least  I could use it instantly to cc enemies around me since I ran 280% range but now I have to look down and then do use it. If I had a single horizontal angle while looking down I trigger tail wind which rushes in instead of doing dive bomb.

And as for ember, PLEASE PLEASE PLEASE turn world on fire back to way it was. Yes it does more damage but no offense but heat damage isn't very good source of damage. At higher lvl heat damage get reduced a lot even with her second on enemies, so at that point you need to rely on her CC ability. Thats why I have firequake on her, so the moment my damage starts to be bad, the firequake's CC ability can help knock enemies down while I shoot them or do ground finisher. Reducing the range affect firequake in a big way especially when enemies have guns that shoots from 65042897108674109m away.

Fix the bug of eidolon disappearing when it gets in contact with the water body. It is annoying each time since it resets the shield to max..... 


Try changing Tornado where instead of getting only element buff it also gets weapon damage into it or builds a certain amount of damage which is carried on for total duration and just so it doesn't get broken you can give a cap to how much damage it can reach. 

You can changing airburst where it will be affected by weapon mods like melee or primary or secondary, just like how atlas and gara works


Aside of all these complains XD love the buffs on weapons. I thought you guys created riven to get a lazy way out for buffing weapons which you guys said in one of the devstream. Though I love the riven and how it works I am so happy that all the weapons got buffed. Now with rivens we or well at least I can use different weapons each time I get into a mission. So good job and thanks for the buffs!:D.

Here is a video I made of recent Eidolon bugs I ran into hope you guys like it XD : 


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