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    Warframe WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!

    Warframe WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!


    WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!

    Posted: 07 Nov 2019 07:33 AM PST

    GENTLEMEN'S RULES:

    • CAPSLOCK: ON

    • NO PERSONAL ATTACKS

    • WRITE ABOUT WHATEVER IS MAKING YOU ANGRY

    • OTHER PLAYERS WILL AGREE WITH YOU IN ALL CAPS

    • SHOUTING AT EACH OTHER ABOUT THINGS WE HATE WILL FORM A STRONG RELATIONAL BOND IN THE WARFRAME COMMUNITY

    • ???

    • PROFIT GROFIT


    CREDIT GOES TO /u/waterpirate12, /u/BadBrad526, AND /u/Foxboy93 FOR STARTING THIS WEEKLY THREAD SERIES!

    submitted by /u/AutoModerator
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    My Excalibur cosplays as Freddie Mercury. Inspired by moustaches from market

    Posted: 07 Nov 2019 03:12 PM PST

    Requiem by ToaPhantom

    Posted: 07 Nov 2019 08:40 AM PST

    The Kiddo and the Sun

    Posted: 07 Nov 2019 06:09 AM PST

    Vauban Rework is 10/10

    Posted: 07 Nov 2019 04:22 PM PST

    Failed combination on the Lich should result in the Lich's (temporary) death, not ours! The Lich should die and come back stronger until we end the cycle with the correct Requiem phrase.

    Posted: 07 Nov 2019 04:01 PM PST

    Fighting a Lich without the correct Requiems: we still just beat it, stunned it and pulled a finisher on it - it should just die, disappear and come back stronger in the next encounter, the way it was designed. It makes no sense that the Lich should suddenly get up, kill us and leave.

    The Lich is born out of the death of the Larvling and so it should die every time we face it, only to come back stronger every time. The only way to break the cycle of the Old Blood would be to use the correct Requiems, allowing us to kill the Lich permanently (or convert it). Lore wise, it definitely makes more sense than the current system.

    I even think that a level 1 Lich should have only one ability and no elemental resistance or immunity. Level 2 should pick up one more ability and so on, so at the end you're facing a Lich that you've watched grow stronger through rebirth. It would also be more meaningful to see how each death changes the Lich.

    *Only at its highest level maybe the Lich should be able to kill you and run away, the way it does now. But the general loop should be us killing the Lich over and over, not the Lich killing us over and over in an unavoidable insta-kill animation.

    submitted by /u/cross-joint-lover
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    So my converted Lich decided to help me with my 20 wave defense nightwave run, by killing me.

    Posted: 07 Nov 2019 04:32 AM PST

    The funny part is that his name is Vorapp "Fevirr"

    Posted: 07 Nov 2019 02:51 PM PST

    DE has acknowledged the latest Lich hunting feedback

    Posted: 07 Nov 2019 08:52 AM PST

    [DE]Bear's response to feedback:

    Hey Lich Hunters,

    It is obvious by the impassioned responses here that the last hotfix and Murmur changes left a bad taste in some people's mouths. The initial granting of Murmur progression was unintentional, but in those 24 hours, it seems that many of you have enjoyed the incentive to play together for shared benefits on Kuva Lich hunting.

    As a result, we are discussing internally about incentives and ways to mitigate some of the pain points many of you have. As always, new systems take some time to settle in and we will be doing several balance passes. Your enemy is a personal one, but Warframe is ultimately a co-op experience and we want to make sure that is encouraged and rewarded fairly.

    When asked about players refusing to interact with their Liches this was the response:

    This is also something we are discussing. We don't want players to be held hostage in their own progression, but the execution of how to prevent that has to be handled correctly.

    Let's hope for the best.

    submitted by /u/Kialanda
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    Grendel too THICC PLS NERF

    Posted: 07 Nov 2019 08:38 PM PST

    The Old Blood: Hotfix 26.0.6

    Posted: 07 Nov 2019 02:21 PM PST

    https://forums.warframe.com/topic/1140467-the-old-blood-hotfix-2606/


    The Old Blood: Hotfix 26.0.6

    We're back again with our 7th Hotfix since The Old Blood's initial release 7 days ago! We have a major improvement in the pipeline to release very soon: Kuva Lich Trading! There are also two issues we are looking to solve in a calculated and better thought-out way to avoid the scenario we created yesterday with fixing a bug. The first issue is making the co-operative aspect of Lich hunting rewarding, and the second is treating the condition of downing your Lich (despite not having the right Requiems) have a different flow in a mission. Thank you for your patience!

    We do have one feature that speaks to Duplicate weapon feedback available in this Hotfix: VALENCE TRANSFER!

    New Kuva Weapon Combining: VALENCE TRANSFER

    You can now combine 2 of the same Kuva weapons, thus transferring its buffs while preserving your Forma, Exilus, Potato, and Lens investment.

    For example: everything you've done on Kuva Seer A will stay (Forma, Potato, Lens, Mod Configs, Appearance Configs, etc) when Kuva Seer B is consumed. The buff from Kuva Seer B will be passed onto Kuva Seer A, and Kuva Seer B will cease to exist in your Inventory.

    How to:

    1. Head to your Arsenal
    2. Navigate to the Upgrade screen of the desired Kuva weapon
    3. Select ACTIONS and then the new VALENCE TRANSFER option
    4. Select the Kuva weapon you would like to consume
    5. Type TRANSFER into the prompt to confirm the consumption - this also displays what buff you are replacing
    6. Grofit!

    General Kuva Lich Phase 2 Changes & Fixes:

    • Improved the Kuva Lich "push beam" ability to not take as long to ramp up and not take as long to ramp down.
    • Fixed Kuva weapon Blueprints staying in the End Of Mission screen indefinitely after Vanquishing a Kuva Lich, regardless of missions run afterwards.
    • Fixed Recovering all your Taxed items, including the Kuva weapon Blueprint, if you Vanquish your Kuva Lich and then abort the mission.
    • Fixed the Kuva Lich spawning inside Defense consoles, thus rendering them invincible.
    • Fixed a case where Kuva Lich's could break out of their downed state for Clients (and very, VERY rarely on Host) preventing the Mercy success/fail animations from playing.
    • Fixed Clients being left wielding their Parazon after Vanquishing their Kuva Lich.
    • Fixes towards Clients not playing the Mercy animation if a Host has already executed a Mercy.
    • Fixed the Kuva Ogris not creating a fireball or any fire FX on impact if the Nightwatch Napalm Mod is equipped.
    • Fixed text on the Vanquish/Convert Kuva Lich screen being cut-off in localized languages.
    • Fixed a script error when performing a Mercy on a Thrall.
    • Fixed a script error leading to frozen UI (and other things) if a player is killed during the Lich-stabbing sequence.

    Melee Phase 2 Changes & Fixes:

    Continued fixes and changes to Melee Phase 2 with more to come:

    • Updated numerous Channeling Mods to read MELEE instead of CHANNELING.
    • Removed the tactical dodge multiplier when doing Parry+Dodge in Air. This resulted in a slow mid-air that was not useful for momentum.
    • Fixed Exodia Valor increasing combo points on every Melee hit instead of just lifted enemies.
    • Fixed Focused Defense not applying correctly.
    • Fixed True Punishment not applying correctly.
    • Fixed Enduring Strike not detecting Lifted enemies.
    • Fixed Reflex Guard not applying correctly.
    • Fixed broken references to Heavy Slams on several weapons.

    Fixes:

    • Fixed inability to charge Operator Void Blast for Madurai Rising Blast.
      • Due to Melee Phase 2 removing 'hold to charge' attacks, you'll now always have a fully charged up Void Blast before attacking with Rising Blast. We're investigating some other options to bring back its original functionality, where you can release the charge early, with the new Phase 2 mechanics.
    • Fixed Out of Sight Blind mechanic not functioning if the Mercy kill animation doesn't play due to the target being awkwardly placed (close to a wall, etc). Out of Sight will now trigger if the Mercy animation doesn't play due to those restrictions.
    • Fixed Blood for Ammo Parazon Mod not working if you don't have both a primary and secondary weapon equipped.
    • Fixed not being able to hit certain enemies with projectile weapons or if your shot started too close to them (most commonly seen in the Teralysts fights).
    • Fixed the Vasca Curative not working on your infected Smeeta Kavat. As reported here: https://forums.warframe.com/topic/1137524-vasca-curative-doesnt-work-on-my-smeeta-kavat/
    • Fixed Corpus Nullifier bubbles regrowing when inside Grendel's gut.
    • Fixed Ash's Bladestorm mark FX not appearing on Ash if used while invisible.
    • Fixed a large amount of spot-loading when changing Loadouts in the Arsenal.
    • Fixed Mecha Mod set bonus being applied to the Helminth Charger.
    • Fixed custom colors not applying to Titania's Empress Skin when in Razorwing.
    • Fixed Titania's Dendrite Gunblade Skin not displaying properly in its diorama.
    • Fixed an FX memory leak with Ember's Fireball.
    • Fixed an FX memory leak with the Spore Ephemera.

    The Old Blood: Hotfix 26.0.6.1

    Fixes:

    • Fixed Valence Transfer not applying to the Kuva Shildeg and Kuva Ayanga.
    submitted by /u/AlyoshaV
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    Just farming kuva when the perfect opportunity arises

    Posted: 07 Nov 2019 05:52 AM PST

    Could we see the mod names when hovering over failed attempts as well?

    Posted: 07 Nov 2019 06:28 PM PST

    Operators should be the ones to "say" the words that makes the lich killable

    Posted: 07 Nov 2019 11:43 AM PST

    Right now, the Lich system is avaliable after you complete The War Within and it has zero interactions with Operators.

    Lichs are originally magic born creatures and the whole idea of the Requiem Mods are for them to be magic words that makes the lich killable. So why aren't the magic space teenagers doing the spells to kill them? They should be the ones to either say the thing or interact better with the lichs. Story-wise, it would actually make a lot more sense for the system to be avaliable after TWW if it had these interactions.

    A little recording of the operator voices saying words like "Xata, Lohk, Jahu, etc" (individually) and those words being said when you use the mod on the Lich would make the whole thing a lot better.
    Operators answering for the Lich's taunts would also be an amazing addition to the system.

    What you guys think?

    submitted by /u/Koreldraw
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    Kuva Liches and the Nemesis System: If you're going to copy someone else's homework, copy it right.

    Posted: 07 Nov 2019 12:16 AM PST

    It's clear that DE is aping a lot of this system from Shadow of Mordor, and that's not a bad thing in and of itself-- I've clocked over 100 hours in that game and still haven't beaten it because I had so much fun creating new nemeses and tracking them down, pulling them through Mordor's political quagmire until the entire place was run by war-chief thralls. But it doesn't ape enough. I get that they don't want just straight plagiarism, but there's some cues they could take to improve on a system that, at the moment, is pretty fucking bad.

    Flip the Script on Opting In: In Shadow of Mordor, a nemesis was created when you died in combat, with the Uruk who landed the finishing blow on you becoming a new nemesis. Why can't it be the same here? Kuvalings should be harder to kill, but not impossible-- something on the level of a Nox. Time-consuming, kind of annoying, but doable. You have to let yourself die to them, essentially, upon which they'd copy your Warframe's abilities and become a lich.

    Better Personalities: I just created my sixth lich in the game. I've seen reports of people having personality traits like "allergic to nature" or "afraid of children", but I've yet to get any of these. There are no clues on how to get them, either. In Shadow of Mordor, if an Uruk managed to run away or survive a fatal blow (including decapitation, SOMEHOW) he'd receive a fear of whatever killed him-- bees, fire, the various monsters that are all over Mordor. Why not have liches have a fear of Kavats if you manage to score a requiem on them when you've got your smeeta on you? Make it angry if it sees the Warframe that birthed it? React differently to certain tilesets, such as admiring Orokin architecture on Lua while saying it's a pity that it'll have to be painted red, or complaining of the cold in Corpus ice planet, or threatening to throw you into the reactor on a Grineer galleon?

    Weaksauce Weakness Implementation: Requiem mods are actually something I don't mind too much. I like the idea of you having to cast a specific spell to harm your lich. That being said, I like the idea of it. The execution needs execution. DE managed to borrow the idea of finding out weaknesses via interrogation of a Uruk's underlings from Shadow of Mordor, but did it in the most obtuse way possible.

    Here's what I think should be done: when you find out the first requiem in the sequence, it inflicts a permanent debuff on the lich-- something like weakness to the last element to damage it, loss of a damage immunity, reduced shields, loss of an ability, or vulnerability to the Warframe you Requiemed it as (from what I've seen, they can be CC'd and affected by abilities, including Mesa's Peacmaker, so credit to DE for learning something from the Wolf of Saturn Six(and if that turns out to be a bug, so help me Lotus I will crash my Liset into Fortuna at Mach 30)). The same thing happens with the second requiem. When you get to the third, you kill it, plain and simple.

    The Liches Who Do Something: Canonically, Grineer don't even get names until they do something worth getting a name over, so the Kuvalings getting named post-lichification show that they hold a fair bit of pull. Some of the lich's voice lines upon conversion mention the Queen(s) killing them if they were to ever find out that they sided with the Tenno, implying they have to show some facade of Grineer loyalty, still. The liches you convert could provide bonus murmurs on thrall-hunting missions, or even create their own thralls that you can then harvest for murmurs. Maybe they can call off the Grustrag 3, steal back stuff that your current lich stole from you, or you can have them disable all security measures in a spy vault and just let yourself in. Deploy them on a timer in order to clear a node your current lich has control over for you while harvesting murmurs at a reduced rate. Hell, just have them appear to deliver the login bonus once in a while, something to show they still exist outside of occasional, usesless cameos once every two dozen missions or so.

    Trophies!: Add in the masks of the various Liches in as operator cosmetics. I think they'd look cool, at least, but they'd have to be resized. Nuff said.

    ADD BACK IN THE COLLECTIVE MURMURS FROM LICH ATTEMPTS. This isn't related to the Nemesis system, but it's a complaint that bears repeating. There's such a thing as a bug that should be made into a feature, DE-- I seem to remember a certain thing called "Zoren Coptering" from a few years back? If it needs to be nerfed, fine, but it made lich hunting fun. Plus, Shadow of Mordor even had a whole mechanic where friends who played the game and had suffered defeats could be avenged-- this would make a neat equivalent to it.

    I realize that most of this is, at best, impractical. DE probably had the voice lines for liches recorded months ago, and I don't know the mechanics or technicalities of getting into contact with voice actors to record new lines for a lot of this stuff-- DE is lucky in that the majority of their major characters are voiced by staff at the company, but I have no idea if that's the case for the liches. But I just spent over 500 words vomiting words onto this subreddit, so maybe DE will take some notice?

    submitted by /u/ih8pkmn
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    Mag with Gorgon Wraith Pinup - me - Digital

    Posted: 07 Nov 2019 08:40 AM PST

    Mobile Defense on Gas City

    Posted: 07 Nov 2019 06:51 AM PST

    This last hotfix made the murmur hunt suck again

    Posted: 07 Nov 2019 02:56 AM PST

    Please revert the latest decision to make it so that you dont get murmur progress from allies attempting to kill their lich. It makes co-op against the liches not even useless, but actually Harmful.

    As it is right now, everyone is better off playing solo while gathering murmurs and i think That should go against intended design before anything else. Why would i help my teammates kill their lich when i get nothing out of it and if they cant or wont fight their lich, im screwed out of my chace at guessing my requiem order?

    Whoever decided that this should be implemented, is very clearly and openly not playing the update because they would see it just makes us not want to play together against the liches anymore and that goes against the very nature of the game.

    I actively discourage everyone from engaging with the update until DE reverts this change, because we shouldnt have mechanics that turn us against each other.

    Please, please revert this change.

    EDIT: it seems we were listened! https://www.reddit.com/r/Warframe/comments/dt0fp7/de_has_acknowledged_the_latest_lich_hunting/

    thank you for your input and helpful commentary everyone, it seems it'll be a matter of time now.

    submitted by /u/ThatGuyWithTheAxe
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    I will never forget this Housing exhibit

    Posted: 07 Nov 2019 05:43 PM PST

    DE, I don't care how beautiful you think Ember FX are. All of my relevant settings are set to minimum and this is still fucking unplayable.

    Posted: 07 Nov 2019 06:55 PM PST

    My Harrow Prime :)

    Posted: 07 Nov 2019 09:45 AM PST

    The textbox for Valence Transfer needs a small tweak

    Posted: 07 Nov 2019 02:49 PM PST

    Why cant we keep this symbol in the name of our Kuva weapons?

    Posted: 07 Nov 2019 05:16 AM PST

    Secura Penta is NO JOKE (Demonstration: Crits+Status+Napalm Grenades+Hunter Munitions VS Level 125 Corrupted Heavy Gunners)

    Posted: 07 Nov 2019 10:04 PM PST

    Kuva lich weapon damage is bugged, it's less than it should be.

    Posted: 07 Nov 2019 07:50 AM PST

    Also posted on forums: https://forums.warframe.com/topic/1140321-kuva-weapon-damage-calculation-and-bugged-elemental-bonus/

    I didn't notice this bug really gain traction and didn't notice it mentioned outside the WF community I participate in the most and I feel it's pretty big.

    Hi, I learned from a friend (credit to Leyzar for first showing the bug with his Kuva Ogris) that the Kuva weapon damage calculations compared to linkable baselines are screwed up and cut potentially a lot of damage (in some cases). This issue mostly affects weapons with elemental damage, in a decent amount Kuva Seer but most affected are weapons with mostly elemental damage like Kuva Tonkor. I probably wouldn't notice the issue with pure IPS weapons if not for a friendly fellow from one of the Discord communities I participate in.

    Relevant image comparing weapon damage stats: https://i.imgur.com/2GzIgay.png

    Let's take a closer look.

    Weapons with pure IPS are noticeably less affected, like my Drakgoon and Twin Stubba.

    The Drakgoon should have a total of 460 damage before the progenitor elemental bonus. However, it goes only to 453. The elemental damage bonus of my Drakgoon is 39% Cold, coming up to 176 cold damage, however it should've been 179.4 from the proper total damage. The difference isn't that bad, it's only 1.5% less base damage and 1.4% less elemental damage bonus.

    The Twin Stubbas have baseline 27 damage with the actual value becoming 26.2 damage when the element is applied. The element difference isn't much (26% Heat in my Dubba Stubba), so it amounts to 0.2 points of damage difference, which is for both total damage and elemental bonus a 3% difference.

    It gets worse, though.

    The Seer doesn't get too bad yet, but the difference is somewhat noticeable.

    Total baseline damage of the Kuva Seer is 200, of which you got a nice 69 Corrosive. When you get it as weapon proper though... it's 50.3 damage. Total damage drops to 180.8 damage. It's a 9.6% difference. The IPS doesn't suffer nearly as much, nearly 19 points of the damage difference is from Corrosive. The heat bonus of my Kuva seer is 37% which with the glitched value comes to 67,2 damage, when it should be 74 Heat damage. It's a difference of 9,2% of what should be.

    The most hurt weapons are certainly the weapons with huge majority of elemental damage. Like my poor poor Kuva Tonkor which got the best damage bonus of what I got so far.

    Baseline Kuva Tonkor has 733 total damage, 674 of it being Blast. The Kuva Tonkor I received... had a total damage sum (before the progenitor bonus) of 485.6! The Blast dropped by nearly 200 to 426.7. That's 33.8% less base damage! The Heat bonus I received was 58% and amounts to 281.5 damage. But if it wasn't glitched? It'd be 425.1 damage. The difference is also 33.8% damage. An otherwise enjoyable weapon is gutted with a third of its damage being cut off.

    DE, please take a closer look and do all you can to fix what should be a simple mathematical calculation of baseline damage with added percentage bonus. Please make sure it applies retroactively.

    Fellow Tenno, please share your weapon here to showcase differences, especially the most affected ones - those with baseline elemental damage.

    Cheers, Ryla

    submitted by /u/Aveta95
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