Jump to content
Sign in to follow this  
[DE]Rebecca

Update 9.5: Operation Arid Fear

Recommended Posts

Yeah this is very disapointing for me.

 

I had to reconstruct everything in the dojo when U9 hit and now this?

 

Do we get back 100% of all our resources if we reconstruct everything again?

We do get back everything that was invested, im just not sure if it means EVERYTHING will have to be undone and redone. This could take weeks of waiting for rooms and halls to rebuild to get back to where we were -.-

Share this post


Link to post
Share on other sites

9 AND A HALF UPDATES LATER, REMOVE ALL MODS! SWEET PRAYERS HAVE BEEN ANSWERED!

They still need to add a "Save Mod Setup" or something for specific frames. That would save so much time.

  • Upvote 3

Share this post


Link to post
Share on other sites
  • Mod Transmutator – Combine 4 mods to produce 1 random mod. Combining mods of similar polarity, rarity, or compatibility will influence the result.
  • New RNG fixes – Enemy and Level specific drops for more efficient hunting!

Awesome!

 

Oh yeah, the event too, that's also cool I suppose, but RNG fixes!  Wooh!

Share this post


Link to post
Share on other sites

I can't believe guys. So many nice things and no fix yet to end mission stats completely broken. Headshots stats, damage, etc..

Share this post


Link to post
Share on other sites

And I just broke my wrist. Great.

I broke my hand/wrist and kept playing for 7 weeks with a cast on! you can do it son! you are burdened with glorious purpose!!!

  • Upvote 2

Share this post


Link to post
Share on other sites

My advice, ignore the transmutator thing... 4 wildfires mutated into a true steel...

 

Better than 2 Killing Blows and 2 other mods turning into... A KILLING BLOW.

  • Upvote 2

Share this post


Link to post
Share on other sites

Better than 2 Killing Blows and 2 other mods turning into... A KILLING BLOW.

 I got a few rare mods that I had never gotten, checked and they are not in my inventory, still worth avoiding anyway.

  • Upvote 1

Share this post


Link to post
Share on other sites

Better than 2 Killing Blows and 2 other mods turning into... A KILLING BLOW.

I dunno, 4 wildfires are worth more, and take more effort to get than killing blow... and the mod I got is useless pretty much :P

  • Upvote 1

Share this post


Link to post
Share on other sites

Is transmutation actually working? I merged 12 mods to get Thiefs Wit, Vitality, and Pistol Gambit, none appeared in my inventory.

 

 

Edit:
Never mind, I logged off and back in, and got them... lag on some end of the system?

Edited by vladsnakedragon
  • Upvote 2

Share this post


Link to post
Share on other sites

Betting your mods with RNG doesn't feel worth it. It'd be more reliable to fuse said mods into something like Vitality, which will 100% guarantee a reward.

  • Upvote 1

Share this post


Link to post
Share on other sites

Mod Transmutator is a good idea but i fed it 4 rare mods and i got novas null starr a common mod i hoped 4 rare = rare but no 

For all the rest changes i am happy and exited for the even i hope there are some hidden reward items. I dont want to do this 50 times for a badge but for 1 rare random mod or the new weapon blueprints i am in 

  • Upvote 1

Share this post


Link to post
Share on other sites

With so many hud news, I was going to play imagine we would have better information regard the itens we pick, but no.

So easy to do. If we pick a resource, it need priority on the hud to show. Many resources I pick I even know what was. If I am playing with squad, many times I can't delivery the correct information about what resource were on the ground. Sadly...

So many good changes today and many easy things to better our life not done.

Thank you DE.

  • Upvote 1

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×
×
  • Create New...