pinkphink Posted February 22, 2018 Share Posted February 22, 2018 Still no fix for being unable to rename the Gram at Hok's Anvil Link to comment Share on other sites More sharing options...
Raspberry Posted February 22, 2018 Share Posted February 22, 2018 Glad I was patient with my potatoes. Was considering adding one to the Quanta Vandal or Amprex, but this new "fix" made me reconsider. Thanks for making me save my potatoes for other things! Link to comment Share on other sites More sharing options...
Lion Posted February 22, 2018 Share Posted February 22, 2018 Umbra? Link to comment Share on other sites More sharing options...
ReDRoS Posted February 22, 2018 Share Posted February 22, 2018 can make a synapse the second kind of fire when the button is held, it consumes ammunition at a maximum of 70 with each absorbed cartridge + 18 damages when releasing a shot at 35+ meters is obtained at the maximum load of 1260 damage. It would be desirable that this damage would be electro and not corrosion then the weapon can be used and on the teralers, while realizing that you have a stock of shots is not big Link to comment Share on other sites More sharing options...
MarioMillionsJr Posted February 22, 2018 Share Posted February 22, 2018 2 minutes ago, Luzzu said: Of all the whiny nonsense I've seen in patch notes threads, this has got to be the whiniest. indeed even tagged our precious DE :facepalms: Link to comment Share on other sites More sharing options...
Chroia Posted February 22, 2018 Share Posted February 22, 2018 16 minutes ago, DarkDullahan-Prime said: Please make it so eidolon lures do NOT despawn until the eidolon teralyst/variants actually despawn themselves, this is beyond frustrating having your capture be ruined due to scripted despawn as soon as Onkko says something. Had this yesterday. Lures despawned during the Hydrolyst's 'oh crap, i ded' animation, before the actual 'death' or 'capture' animations run. Literally had the 'bounty failed' UI hovering over a dying Hydrolyst with the explosions of the depsawning lures in my face. Wasn't sure if to be more impressed or frustrated. Would've taken a screenshot, (I mean, that's gotta be some kind of record) but that would've caused me to d/ce, which would've been bad. ----- 19 minutes ago, [DE]Megan said: Fixed Beam weapon Damage ramp up not happening per target. Wait what? Why should it? How does that even make sense?! Link to comment Share on other sites More sharing options...
Helmed Posted February 22, 2018 Share Posted February 22, 2018 Well i had fun using amprex in a sortie mission for 1 single day I guess that was enough Link to comment Share on other sites More sharing options...
Sea_Wall Posted February 22, 2018 Share Posted February 22, 2018 Pls gibe Arcane slots 2.0. Link to comment Share on other sites More sharing options...
spirekilli Posted February 22, 2018 Share Posted February 22, 2018 Atomos cannot hit enemies pulled in by Nidus' 2 anymore Link to comment Share on other sites More sharing options...
Klokwerkaos Posted February 22, 2018 Share Posted February 22, 2018 17 minutes ago, WhiteSpike said: Thank you for the fixes and changes, especially the one where lures get in your face. So much damage wasted on a ally...it's really frustating.. Meanwhile, can we hope kitty buffs to affect operator again? Pets have already so low pros to get them out of stasis and with this change, most people will just ignore them and think they don't even exist. I was actually going to go get a cat for the buff to the operator, now it seems pointless since I don't need it as my sentinel is better in every other situation. Why bother besides grinding the MR and stasis it? This was something that made pets worth it, now it's just meh. My thought would be, maybe it only effects the operator half as much? That would help limit the overkill they bring when you have 4 of them, but it would still make it worth while to get one and use it, otherwise why bother? Link to comment Share on other sites More sharing options...
Cimbro94 Posted February 22, 2018 Share Posted February 22, 2018 MESA IS rfeacking OP now.. .double set of arcane velocity Link to comment Share on other sites More sharing options...
CopyCatLane Posted February 22, 2018 Share Posted February 22, 2018 2 минуты назад, ReDllStarS сказал: can make a synapse the second kind of fire when the button is held, it consumes ammunition at a maximum of 70 with each absorbed cartridge + 18 damages when releasing a shot at 35+ meters is obtained at the maximum load of 1260 damage. It would be desirable that this damage would be electro and not corrosion then the weapon can be used and on the teralers, while realizing that you have a stock of shots is not big It will be elemental opticor with staticor . Link to comment Share on other sites More sharing options...
Tora.Prime Posted February 22, 2018 Share Posted February 22, 2018 hace 23 minutos, [DE]Megan dijo: Improved Eidolon Lure following/positioning logic to prevent them getting right up in your face and disrupting your view. Thx Link to comment Share on other sites More sharing options...
TriadKingpin Posted February 22, 2018 Share Posted February 22, 2018 Did you guys fix teralysts randomly teleporting and shrine not taking shards? These have been game breaking bugs for a looong time. Link to comment Share on other sites More sharing options...
SanguineSavant Posted February 22, 2018 Share Posted February 22, 2018 Very, very nice. If the Eidolon Lures getting in folk's way problem continues might I suggest you have it instead where after Tenno hack the drone they instead pick up a module attached to them as a warframe so there's just less problems for everyone involved? Link to comment Share on other sites More sharing options...
AvPCelticPredator Posted February 22, 2018 Share Posted February 22, 2018 18 minutes ago, [DE]Megan said: Changes: Why you just ignoring this guys? Why you cannot just make Balance between Cycling and Rewards for Kuva? Thank you for nothing. Link to comment Share on other sites More sharing options...
MarioMillionsJr Posted February 22, 2018 Share Posted February 22, 2018 1 minute ago, TriadKingpin said: Did you guys fix teralysts randomly teleporting and shrine not taking shards? These have been game breaking bugs for a looong time. Already pintagging DEs about it. Since 2 hotfix passed. Link to comment Share on other sites More sharing options...
Tora.Prime Posted February 22, 2018 Share Posted February 22, 2018 hace 3 minutos, Cimbro94 dijo: MESA IS rfeacking OP now.. .double set of arcane velocity The effect is stackable? Link to comment Share on other sites More sharing options...
MunsuLight Posted February 22, 2018 Share Posted February 22, 2018 il y a 21 minutes, [DE]Megan a dit : 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. 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. So Beam weapons are back to the trashcan .. Great.. Why does all the other weapons always do their full damage even when switching target.... I'm ok with Ramp time.. But it will goes back to 0 once we switch target.. That has to be an overview.. All the others changes are great though.. P.S Still Salty about the cat Change not affecting operator.. My poor kitty is freezing in the incubator :( Link to comment Share on other sites More sharing options...
Pyradus Posted February 22, 2018 Share Posted February 22, 2018 25 minutes ago, [DE]Megan said: Increased the Beam weapon Damage ramp up time from 0.8 to 1 second. I feel like certain beam weapons like the Flux Rifle were in a perfect place before this. Perhaps you could consider having different ramp-up times/reset per weapon? This change that seems targeted towards the Amprex only hurts other beam weapons that weren't nearly as powerful. Link to comment Share on other sites More sharing options...
DrinkingRock Posted February 22, 2018 Share Posted February 22, 2018 PLEASE revert that ramp up! if you barely mouse off the target, or if something else gets in the way, the ramp up is completely gone. Chaining beams like the Atomos are taking 3X as long to kill groups! A fully built Quanta Vandal can barely take down a group of bombards! Link to comment Share on other sites More sharing options...
CorerMaximus Posted February 22, 2018 Share Posted February 22, 2018 26 minutes ago, [DE]Megan said: Changed Archwing Pursuit rewards to be one static drop table instead of rotations that never really functioned. YES! Thank you for this! :D I posted this as a bug a few months back, I'm really glad it's fixed/ changed now! Edit- I hope the drop table site be updated to reflect this change soon! :) Depending on how it now handles drops, it could be a real incentive to playing Pursuit for meso relics. Link to comment Share on other sites More sharing options...
Helmed Posted February 22, 2018 Share Posted February 22, 2018 1 minute ago, kpa732 said: PLEASE revert that ramp up! if you barely mouse off the target, or if something else gets in the way, the ramp up is completely gone. Chaining beams like the Atomos are taking 3X as long to kill groups! A fully built Quanta Vandal can barely take down a group of bombards! I agree with this I'm testing out my atamos and it cant kill anything other than the target im shooting at now. Its function of sweeping trash is completly gone which is very very bad because of its awful ammo economy Link to comment Share on other sites More sharing options...
K555 Posted February 22, 2018 Share Posted February 22, 2018 when will we be able to get plague zaws again my laptop broke when plague star was out T^T Link to comment Share on other sites More sharing options...
Luzzu Posted February 22, 2018 Share Posted February 22, 2018 3 minutes ago, TriadKingpin said: Did you guys fix teralysts randomly teleporting and shrine not taking shards? These have been game breaking bugs for a looong time. Reading is hard. Link to comment Share on other sites More sharing options...
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