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Shrine of the Eidolon: Hotfix 22.13.4


[DE]Megan

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14 minutes ago, Gelban.der.Reihe said:

That actually is the first comment, that made me think, that this change is a good one and really was intended in the first placce.

I guess it depends on your tolerance for playing a infected survival map when it takes one second per mob and you have 25+ charging at you.

Edit: The only way I'd be okay with it being per target is if all beam weapons had a inate 1 m punch through.

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4 hours ago, [DE]Megan said:

Shrine of the Eidolon: Hotfix 22.13.4

Beam Weapon Changes and Fixes:

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.
  • Convectrix Alt Fire beams now continuously sweep back and forth.
  • Fixed the Convectrix showing different Ammo types between fire modes. (Alt-fire is now using Shotgun shells like Primary fire)
  • Fixed Convectrix beams visually crossing each other.
  • Panthera Alt Fire now consumes 1 Ammo instead of 4.
  • Fixed the Panthera Alt Fire consuming Ammo when hitting surfaces other than enemies.

Advanced Plains Map Changes for Controller Interactions:

  • Right analog stick now controls Map zoom.
  • Left analog stick now controls Map pan.

Invasion Changes:
With the precedent already set from Fissure missions for rewarding per normal endless cycle, Invasions felt strenuous due to their lengthy mission completion requirements. Considering there are other “faster” mission types available to get your reward and get out, it was time to cut back a bit on the way 'endless' variants work within the system. As a result, the following mission completion requirements have been scaled back: 

  • Defense from 10 waves to 5 waves
  • Survival from 10 minutes to 5 minutes
  • Interception from 2 rounds to 1 round
  • Excavation from 1000 Cryotic to 500 Cryotic

Changes:

  • Improved and enhanced audio feedback when hitting enemies with Beam weapons.
  • Improved Eidolon Lure following/positioning logic to prevent them getting right up in your face and disrupting your view.
  • Swapped the mesh of the Gantulyst dome Shield to solve collision issues with certain projectile types when shooting inside.
  • Enabled near culling on Eidolon bushes to reduce visual clutter during combat. You will now notice foliage fading from view when in the thick of it.
  • Disabled special Idle animations when customizing your Warframe Appearance in Arsenal. If a special animation is running when you enter the Appearance screen, it will continue until it's done and further special idle animations will not be played.
  • Removed the “while sliding” and “undetected” requirement for the "Kill X Dargyns with a Bow" Riven challenge to alleviate some frustrations. Any existing challenges with this requirement will revert into one without it.
  • Drivable Dargyns that are commandeered by Pilots now count towards the "Kill X Dargyns with a Bow" Riven challenge.
  • Restored the weapon trails that were removed from the greatsword/heavy blade Tennogen skins.
  • Picking up a Cetus Wisp will now display the same special UI message like when you pick up an Argon Crystal.
  • The Solida Syandana now has a visual ‘barrel spin’ animation.
  • Changed Archwing Pursuit rewards to be one static drop table instead of rotations that never really functioned.

Fixes:

  • Fixed losing gained Affinity on your Pet/Sentinel if you leave the Plains as the Operator.
  • Fixed Arcanes working inconsistently on Exalted Abilities (Excalibur’s Exalted Blade, etc) or Weapon Abilities (Titania’s Razorwing, etc).
  • Fixed Sentients encountered in Octavia’s Anthem quest dropping unintended rewards. Only Sentients encountered in normal gameplay situations are intended to drop rewards like Sentient Cores, Mods, etc.
  • Fixed not respawning in The Index if you die just as the Wager is met as reported here:
     
  • Fixed losing your Credit investment in The Index if you win the match but don’t meet the Wager target. It now matches the UI description as reported here:
  • Fixed the Panthera Primary Fire displaying fall-off damage stats in the Arsenal when the projectile doesn’t actually have fall-off damage.
  • Fixed Ammo not being consumed when reloading the Strun and Transferring to the Operator simultaneously. 
  • Fixed some issues reported with the Hema Ammo mechanic. Essentially increasing Clip size Mods or reducing max Ammo Mods would affect the Ammo pool leading to incomplete clip reloads. Also, the Ammo pool could get into a bad state if you were knocked back/down while in the reload animation.
  • Fixed Focus Lens icons not displaying the respective Focus symbol inside the Lens.
  • Fixed overlapping UI popup when collecting rewards dropped from the Teralysts. 
  • Fixed Melee weapons that are lit with an Elemental FX appearing to have hard visual edges (commonly seen in dark lit environments like the Orokin Derelict).
  • Fixed cases where customizing your Warframe Appearance in the Arsenal can cause the Warframe to leave the unarmed state.
  • Fixed some TennoGen items having a giftable option in the Market. Upon selecting this it would fail and not charge you the respective Platinum.
  • Fixed cases where the Tarna Planter Decoration would disappear.
  • Fixed Pigments not appearing when attempting to search them in the Inventory menu.
  • Fixed the Chat cursor falling behind or forward if text is scaled above 100.
  • Fixed a script error while in Captura.  

Conclave Changes:

  • Reduced the Damage of all Beam weapons in Conclave.
  • Reduced the Damage of the AkJagara in Conclave. 

*Please note that we are aware of reported Sarpa issues, and are working to reproduce and resolve those.
 

Hope is not lost. :satisfied:

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4 hours ago, [DE]Megan said:

Beam Weapon Changes and Fixes:

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.
  • Convectrix Alt Fire beams now continuously sweep back and forth.

 

This feels horrible in play, as this game is a fast paced horde shooter. One potential improvement is to make the damage start at something like 30 - 40% instead of 10.

Please reconsider this change.

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4 hours ago, [DE]Megan said:

Invasion Changes

Not thrilled with this.  Invasions are meaningless fluff stops now, basically just participation trophies.  It's not wrong for things to take a little time.

Much better to give us reward rotations from the base mission like fissures and let us run missions for invasion support points at one per rotation instead of one per mission, then take like five or so to get the reward.

Also Cycron seems to have lost its innate/guaranteed status effect.  That heat proc was a nice feature.

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Dear DE, you forgot to buff at least two beam weapons! 

Please do normal buffs(like to other beam weapons) to Artax and Klebrik!

Artax does not need any damage buff(as long as it has guaranteed cold proc) but status buff will make it much more useful!

And Klebrik needs a good buff as it does less than intended(listed in UI) damage and has slooow ticks. 

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Removed normal rewards from Octavia's Anthem sentients? Really? Cause finding 2 every godforsaken 5 waves or 5 mimutes takes fekking 10 years to farm.

 

Who cares about vengeful revenant being easy to farm. Who cares about worthless basic sentient cores being super farmed?

 

 

Stop touching sht that you don't need to touch and go back to fixing the trash that you NEED to fix (PoE archwing, trials, dark sector, etc)

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In regards to the damage ramping up over 1 second per enemy, I believe this is highly detrimental to the Convectrix. Since its beams are meant to sweep over multiple enemies, this means that it will almost always be doing 10% of its damage to those enemies that aren't specifically targeted by the weapon. Instead, I believe that damage ramp-up should remain on the weapons themselves, not per enemy, as this would accommodate the Convectrix's wind-up very nicely. Also, I believe that the Convectrix should get its wind-down functionality back to further synergise with the damage drop-off. The feature made it easier to deal with crowds by easing off the fire button to 'snip' the enemies with the scissoring beams.

Furthermore, the Convectrix's alt fire is an excellent idea, though the sweeping beams are too slow to effectively deal damage to enemies caught in their path, and again, damage ramping up per enemy means that whatever is hit by the beams will only receive a fraction of the damage.

TL;DR: Please keep damage ramp-up tied to the weapon itself, not each individual enemy. Please bring back the Convextrix's wind-down, it made dealing with crowds easier, and it could work very well with the hypothetical weapon damage ramp-up and drop-off. Finally, please make the Convectrix's alt fire sweep faster.

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1 hour ago, SvenStryker said:

Beam weapons are now bugged to do Zero damage to enemies in Vauban's Vortex.  It wasn't like this yesterday after the original Beam Weapon changes.

 

 

is this a bug, or is it just the result of the beam damage restarting its ramp-up every time you go to a new target?

I mean, it's not like the vortex is giving you time to ramp up the damage on each enemy

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4 hours ago, Bladereap3r said:



among the fixes and changes in this patch,  7slcqiC.gif

...and especially for:  " Improved Eidolon Lure following/positioning logic to prevent them getting right up in your face and disrupting your view." 
.....The little things mean a lot!  :thumbup::heart:

Unfortunately they are still in the way most of the time, this didn't work as intended.

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uhhhhh...

well i had fun with my 270% dmg/240% crit chance synapse riven yesterday, and even before the beam changes in general it was still good because it was a solid, sortie-worthy crit weapon with that riven. now it feels even worse than before buffing it

guess its back to soma prime for a crit weapon lol

 

no seriously it's fine if a weapon has a ramp-up time (several do and they're good guns!), but making it reset ramp-up when an enemy is missed, when another target gets in the way, or when you're just hitting multiple targets just feels so bad.

especially with the number of beam weapons that don't hit 100% accurately in the center of the reticle (atomos/amprex and ignis for starters) and with the limited range of beam weapons. they're basically unusable now. at least i can headshot large targets with synapse. that's not true with every beam weapon.

it feels not only bad but *bugged* because it's so inconsistent with how other ramp-up weapons work in this game :/

make the ramp-up time longer than 1s for *some* of the beam weapons, and restore it to the expected and consistent behavior of ramp-up weapons. seriously. it's pretty bad.

 

or if you're insistent on making beam ramp-up work differently, make it ramp up based on the number of times enemies are hit, but ramp down only when the trigger is no longer held.

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il y a 34 minutes, Kurambik a dit :

Is this a nerf?

Yes... THis is a nerf for everything beside single target.. You just get your crosshair a little bit out of target it resets.. It's similar damage wise to what they were before yesterday.. just because of this "per target" thing . 

Before this hotfix , they were good weapon capable of easily doing sortie 3.. now it's more a chore to bring them there. I tested it before this hotfix.. and after... saw a major difference

 

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8 hours ago, [DE]Megan said:
  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

This essentially makes all those weapons about 10-50% of their listed damage.  If they started at about 80% initially it would be understandable, but now beam weapons are even worse than when they had the status per second.

A laser or energy beam doesn't even need time "heat up" if they touch something, it will instantly take the damage (this is why they are great for spot welding and precision metal cutting).

Now the more flamer style beam weapons should take time to get to full length, but once there they also will do damage instantly, and then more the longer you are on it (the subsequent ticks of damage account for that already).

As silly as the ramp up is initially for game-play I get you essentially want a "wind up time", though that kills any feathering options in the process.  The ramp up from only 10% damage just makes the weapons damage essentially only 10-50% of the weapon as few enemies live longer than a fraction of a second.

 

8 hours ago, [DE]Megan said:

Invasion Changes:
With the precedent already set from Fissure missions for rewarding per normal endless cycle, Invasions felt strenuous due to their lengthy mission completion requirements. Considering there are other “faster” mission types available to get your reward and get out, it was time to cut back a bit on the way 'endless' variants work within the system. As a result, the following mission completion requirements have been scaled back: 

  • Defense from 10 waves to 5 waves
  • Survival from 10 minutes to 5 minutes
  • Interception from 2 rounds to 1 round
  • Excavation from 1000 Cryotic to 500 Cryotic

If going this path why not just have it count waves done to credit each go.  So 5 waves (minutes,  per round or per 500 cryotic, though shouldn't that be 200 to fit with relic reward cycles) count as one mission completed, 10 counts as two missions completed and 15 waves count as all three missions completed.  Simple solution and that then means players can do either up to 3 missions (if they dont have time, the power level or whatever) or one longer mission, thus not wasting all the time loading in and out of missions.

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