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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: 19 Nov 2020 07:32 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!

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    The new Ayatan Kitha Sculpture

    Posted: 19 Nov 2020 06:07 PM PST

    It's easy to forget how old this game actually is.

    Posted: 19 Nov 2020 05:43 AM PST

    With the new Mastery plaques that dropped with Arcana, I guess I'm not going to be levelling beyond MR 24

    Posted: 19 Nov 2020 04:08 PM PST

    Update 29.5: Deimos Arcana

    Posted: 19 Nov 2020 03:40 PM PST

    Source

    Update 29.5: Deimos Arcana

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    Since the initial Heart of Deimos release, you've delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!

    In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow , with sword wielding weaponry awaits you in these unexplored rancid tunnels.

    Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!

    Arm yourself with a slew of Infested weapons , build new Infested Kitguns , shatter enemies with the Gara Kaleida Collection , and much more with Deimos: Arcana!

    ***Please note, Test Cluster specific changes are at the very bottom of the Notes!*

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    NEW DEIMOS ISOLATION VAULT BOUNTIES:

    The Cambion Drift Underground you've come to recognize swells with new areas to discover.

    Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.

    In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!

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    General Isolation Vault Changes:

    • Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.

      • Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a "bug" than a feature - so we've removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
    • Increased the speed of Loid/Otak in the Isolation Vault!

    • Reduced Loid/Otak's base Health by 37.5% to compensate for the speed increase.

      • The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
    • Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.

    • Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.

    • Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.

    • Scintillants have a chance to respawn in Isolation Vault Bounties.

      • The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
    • Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.

    • Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:

      • *Enemy Voidrig & Bonewidow Necramechs now have the 'Lich' treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
        • The damage immunities apply to movement abilities, such as Banshee's Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
      • Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their "armless" phase.
        • Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you'd often see Voidrig Necramechs recasting their shield within seconds!
    • Added an objective marker to the Bait Device if your Bait throw missed the monster-door.

    NEW ISOLATION VAULT ENCOUNTERS:

    New Isolation Vault Bounties also have 3 new encounter types within the Bounty!

    Deimos Delicacies!

    Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we're eating…

    Infested Research!

    Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!

    Cracks in Deimos!

    There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.

    BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/

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    NEW NECRAMECH - BONEWIDOW:

    This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.

    Abilities:

    MEATHOOK

    Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.

    SHIELD MAIDEN

    Raise Bonewidow's shield to block incoming forward damage.

    FIRING LINE

    Sweep surrounding enemies into the line of fire with a force beam.

    EXALTED IRONBRIDE

    Summon a devastating exalted blade.

    *See balance details on these abilities at the bottom of the document from our Public Test Cluster!

    *Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!

    MORGHA

    Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire's massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

    *Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

    BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/

    New Necramech Mods (max rank):

    Necramech Flow
    +150% Energy Max

    Necramech Efficiency

    +60% Engine Efficiency

    Necramech Drift

    +150% Hover Efficiency

    Necramech Friction

    +60% Slide Efficiency

    Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!

    NEW INFESTED KITGUNS

    Heart of Deimos brought forward the "Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!

    CHAMBERS:

    *Vermisplicer *

    Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.

    Secondary: Three short-range proboscises fiercely latch onto targets and maul them.

    Sporelacer

    Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.

    Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.

    GRIPS :

    Palmaris

    This secondary grip increases fire-rate while sacrificing little in the damage delivery.

    Ulnaris

    This primary grip increases fire-rate while sacrificing little in the damage delivery.

    LOADERS:

    Arcroid

    Small loader that contributes to both Critical Chance and Status Chance.

    Macro Arcroid
    Large loader that contributes to both Critical Chance and Status Chance.

    Thymoid

    A higher capacity small loader with a slower reload process.

    Macro Thymoid

    Massive capacity loader with a long, cumbersome reload.

    INFESTED KITGUN FEEDBACK THREAD:

    https://forums.warframe.com/topic/1236085-deimos-arcana-infested-kitguns-megathread/

    NEW KITGUN & WARFRAME ARCANES

    Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.

    *Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!

    Kitgun Arcanes (max rank)

    Residual Viremia - On Kitgun Kill

    20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.

    Residual Malodor - On Kitgun Kill:

    20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.

    Residual Boils - On Kitgun Kill:

    20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.

    Residual Shock - On Kitgun Kill:

    20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.

    Warframe Arcanes (max Rank)

    Theorem Contagion

    Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe's damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.

    +1 Arcane Revive.

    Theorem Demulcent

    Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

    +1 Arcane Revive.

    Theorem Infection

    Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

    +1 Arcane Revive.

    ARCANE FEEDBACK THREAD:https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/

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    NEW DEIMOS ENEMY - MITOSID

    It takes two to tango, Tenno. Previously known as "Splitter," the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!

    *****New Mitosid Mod Set*

    We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We'll return to the drawing board and ship at a later date!

    Aerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession.

    Mitosid Carapace

    +60% Armor, +90% Health

    Mitosid Claws

    +90% Slash, +60% Status Chance

    Mitosid Viscera

    +90% Slash, +60% Status Chance

    To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!)

    NEW ENTRATI MEMBER OFFERINGS

    Grandmother has a new 'Mend the Family' option that allows you to provide Deimos Resources for Tokens of each Entrati member.

    • Here with Grandmother, 'Mend the Family' gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.

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    Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.

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    Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family's power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.

    Spend your Necraloid Standing for this new evergreen item!

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    Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!

    Vulpaphyla

    • Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master's Health. Sacrifices itself to heal their Master if they fall below 10% Health.

    Predasite

    • Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.

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    NEW INFESTED K-DRIVE!

    Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you've acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!

    DEIMOS QUALITY OF LIFE CHANGES:

    Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:

    • Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!

    • The mining drop rate of Thaumica has been doubled! We've also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.

      • Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
    • Son's Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:

      • Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a "Good" capture will now provide 2 animal capture Tags instead of 1, and "Perfect" captures will award 3 Tags!
      • Son's Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
    • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!

      • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we've increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech's in normal mission modes at a later date - stay tuned!
      • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
    • Enabled Shield-Gating for summoned Necramechs! You'll now experience the brief invulnerability period when your Necramech Shield breaks.

    • Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.

    • The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:

      • Doubled the Drone Shields Health.
      • The Drone Shield now regenerates after being emptied.
      • Samples now drop at a faster rate.
      • Less samples are required to complete the mission.

    FREE ROAM SHARED AFFINITY CHANGE:

    We've increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech's level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it's always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.

    FISHING & CONSERVATION:

    Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!

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    UNDAZOA

    These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant's unique defense.

    *Acquire the Undazoa Echo-Lure and Pheromone Gland from Son's Offerings!

    NEXIFERA

    These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant's landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.

    *Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.

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    The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!

    FLAGELLOCANTH
    These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!

    LOBOTRISCID

    A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.

    FISHING & CONSERVATION CHANGES & FIXES:

    • Enabled Imprinting and breeding for Predasites and Vulpaphyla.

      • Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
      • Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
      • Predasites and Vulpaphyla can not be cross bred with non-modular pets.
      • Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
    • Disabled Conservation Tranq and Track during the Heart of Deimos quest.

      • When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
    • Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.

    • Improvements to trails to address some of the more drastic upwards jumps required to follow the path.

    • Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.

    • Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.

    • Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.

    • Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.

    • Added height arrow indicators to Conservation markers.

      • This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
    • Added debuffs to Deimos animals when they're Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you're not waiting around for Infested to wound the animals.

    • Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!

    • Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.

    • Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.

    • Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.

    • Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.

    • Fixed some Conservation call points spawning under the Endocrine.

    • Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).

    • Fixed Fishing after landscape time change not altering obtainable fish.

    CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/

    GENERAL DEIMOS CHANGES:

    • *Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!

    • Necralisk Fast Travel UI now displays the respective Token for each Entrati member.

    • Entrati Tokens you don't have the required resources for will now appear greyed out in each Entrati member's Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
    • Added "Mother Tokens" next to the Token icon itself in Mother's 'Reward Details' screen.

    • Added "Requirements Met" category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.

    • Added "Expiry" and "Tokens" filters to the Necralisk vendors.

      • "Expiry" sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
      • "Tokens" sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
    • Added more idle Otak lines in the Necralisk when interacting with him.

    • Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.

    • Increased the Deimos Juggernaut variants Affinity gain to 500.

      • This was done to be more consistent with the Deimos Saxum variants.
    • Made slight updates to Son's skin textures and fixed neck seam issues.

    • Made slight revisions to Daughter's textures to better match her head to her body.

    • Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.

    • Added Deimos Leapers and Deimos Conservation animals to the Codex.

    • Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.

    • Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.

      • With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.

    NEW INFESTED WEAPONRY:

    Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!

    CATABOLYST

    Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol's ammo bladder, the more potent its damage.

    *Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!

    PROBOSCIS CERNOS

    A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.

    *Acquire the Blueprint for the Proboscis Cernos from the Market.

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    PULMONARS

    Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.

    *Acquire the Blueprint for the Pulmonars from the Market.

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    BUBONICO

    This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.

    *Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!

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    SPOROTHRIX

    This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.

    *Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.

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    ARUM SPINOSA

    Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.

    *Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.

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    CAMBION ARMAMENTS COLLECTION

    New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.

    INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/

    GLAIVES REVISITED:

    Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We'll start simple with throwing mechanics, and work our way up:

    Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives' unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.

    "Hold throw" mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.

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    In "Glaive + Gun" mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall

    Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.

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    Throw melee inputs can be "queued up", one after the other! Also known as "buffering", this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.

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    Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.

    With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we're only getting started!

    Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This "Glaive + Gun" mode is also getting a couple upgrades:

    Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.

    AgreeableBackFairybluebird-mobile.mp4

    Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.

    With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!

    Glaive Mod Power Throw has been given respective buffs:

    • Increased Punch Through from 0.6 to 2m.

      • +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
    • Added 60% projectile speed.

    This Mod will now be great for players who embrace the "catch and release" playstyle introduced by the changes to melee input queueing.

    We also have two new Mods to help modify your playstyle even further…

    Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).

    NervousSimilarIvorygull-mobile.mp4

    Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).

    439375775_GIF6.mp4.3b52ce56a45217b4da6018802c28f2ed.mp4

    Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.

    *Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!

    Below are some specific changes per weapon from the above changes:

    Cerata

    • Added guaranteed Toxin proc on Heavy Attack Detonation.

    • Increased Critical Damage from 2.2 to 2.3x of throw.

    • Reduced AoE fall off from 50% to 30%.

    Falcor

    • Added guaranteed Electricity proc to Heavy Attack Detonation.

    • Reduced AoE fall off from 50% to 40%.

    Glaive

    • Added guaranteed Impact proc to Heavy Attack Detonation.

    • Reduced AoE fall off from 50% to 40%.

    Glaive Prime

    • Reduced AoE fall off from 50% to 40%.

    Halikar

    • Added guaranteed Impact proc to Heavy Attack Detonation.

    • Reduced AoE fall off from 50% to 40%.

    Kestrel

    • Added guaranteed Impact proc to Heavy Attack Detonation.

    • Reduced AoE fall off from 50% to 40%.

    • Reduced Max self CC from Knocked Down to Stagger.

    Orvius

    • Added guaranteed Cold proc to Heavy Attack Detonation.

    • Reduced AoE fall off from 50% to 40%.

    • Quick Throws now perform the Hover Attack.

    Pathocyst

    • Added guaranteed Viral proc to Heavy Attack Detonation.

    • Reduced Max self CC from Knocked Down to Stagger.

    Xoris

    • Added guaranteed Electricity proc to Heavy Attack Detonation.

    Wolf Sledge

    • Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).

    • Wolf Sledge now explodes on impact when Thrown.

    Glaive specific stat display changes:

    • Removed 'Damage' value from Heavy Attack since this value is no longer used.

    • 'Radial Attack' has been renamed to 'Bounce Attack'.

      • This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
    • Added a stat for % chance to explode on bounce.

    • Added 'Heavy Radial Attack' stat to both Throw and Charge Throw categories.

    GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/

    XAKU ROUND 2 CHANGES & FIXES:

    We've been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we've taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

    So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku's abilities, we thank you for sharing!

    General Changes:

    • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.

    Xata's Whisper (Void Status Effect):

    • Void damage's Status Effect will now redirect projectiles to the body part it proc'd on.

      • How it will work: If you shoot at an enemy's head with Xata's Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it'll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
      • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy's torso regardless of where it procs. Since Xata's Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble's current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

    Grasp of Lohk:

    • Re-casting will now steal weapons up to the max number of affected targets.

      • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to "top up" to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea's Blaze Artillery.
      • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a 'fresh' cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros' Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
    submitted by /u/CephalonAhmes
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    The new infested kitguns look great!

    Posted: 19 Nov 2020 05:33 PM PST

    Don't fall for the Ignis Wraith scam

    Posted: 19 Nov 2020 03:52 PM PST

    I have seen a lot of people selling Ignis Wraiths for 50p on trade chat. DON'T FALL FOR IT. Ignis Wraith was an award from the Operation: The Pacifism Defect event. Clans who got a high score got the Ignis Wraith research. Long story short, people buy Ignis Wraiths for credits, and sell them for plat. Look, I get it. Ignis Wraith is top tier. But it's legitimately worth 0p. If you want an Ignis Wraith, just ask for one. Most half decent people will just give you one for free. Anyone who you see trying to scam people for 50p, don't fall for it. Just wanted to put this out here.

    submitted by /u/GodOfHyperdeath212
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    Almost all of Nidus' kit has been reused for Deimos wildlife (not complaining, just an observation)

    Posted: 19 Nov 2020 06:19 PM PST

    I got commissioned to draw Femboy Hooters nezha prime

    Posted: 19 Nov 2020 12:55 AM PST

    Teshin Offers 1 Umbra Forma Blueprint Every 8 Weeks

    Posted: 19 Nov 2020 06:31 PM PST

    One single Umbra Forma blueprint is available for 1 week and it comes back every 8 weeks. Explained by Rebecca: https://youtu.be/8Ja1c2xxZZk?t=765

    That's at most 6 Umbra Formas per year.

    If you want to get as many Umbra Formas as possible for your builds, you should buy it right now before it rotates out in 3 days. Otherwise, you'll have to wait 8 weeks for it to be available again.

    submitted by /u/allenallenallen333
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    Teshin wants you to play the new content

    Posted: 19 Nov 2020 05:11 PM PST

    Why's the text repeated on the Hyena Sigil?

    Posted: 19 Nov 2020 03:03 PM PST

    this took way to long to get lined up

    Posted: 19 Nov 2020 04:13 PM PST

    Shoutout: The Deimos Saxum, a decently designed enemy like the Nox and Aerolyst

    Posted: 19 Nov 2020 06:49 PM PST

    For reference, this is the enemy I'm talking about:

    Deimos Saxum

    The Nox and the Aerolyst are tied to a particular body region, the Nox's glass helmet and the Aerolyst's canisters, respectively. For the Deimos Saxum, it's their shoulders (also known as Femurs).

    Here are some reasons why they are designed well:

    • Good Visual Feedback

    Their main form of attack involves firing a burst of three explosive spores from its shoulders or called Femurs. These spores are not only fairly visble (along with leaving behind a spore cloud like the Mutatlist Swarm Moas), but you can destroy them in mid-flight.

    Their "belly slam" and them flinging their entire body at you should you get too close to them is telegraphed, with a fairly long recovery time.

    Destroying the Femurs have a distinct visual and audio cue that is as distinct as shattering a Nox's helmet. This goes into the next reason:

    • Behavioral changes

    Destroying a Femur will reverse the effective range and mechanic of the Saxum's explosive spores: from a homing medium range projectile to an erratic close range "danger zone".

    Destroying both Femurs will change the behavior of the Saxum, enraging it. The Saxum will charge at you, using its destroyed femurs as the aforementioned danger zone. In return, the Saxum is render vulnerable to status procs since its corrosive acid cracked open its carapace.

    • Player-to-Enemy Interaction

    Its status immune carapace encourages players to target its Femurs to negate its range capability. For an Infested, it's ironically less threatening at close range with its Femurs intact.

    Destroying both Femurs will make the Saxum both fragile (weakened damage reduction and now vulnerable to status procs) and more risky to engage in close quarters similar to how Nox's emit their toxic fume around them without their helmets.

    All in all, the Saxum strikes as the more interesting and satisfying Deimos Infested to fight against.

    TLDR: Good visual feedback (telegraphed, but damaging attacks), and interesting behavioral changes tied to the Saxum's weakpoints.

    submitted by /u/Fidelity_43
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    New friend of mine somehow had this happen, and now has laser door trauma.

    Posted: 19 Nov 2020 07:40 PM PST

    There are WAY to many relics in these drop tables

    Posted: 19 Nov 2020 08:48 PM PST

    So I just realized this is completely solid and can’t make a bead wall of masters.

    Posted: 19 Nov 2020 07:56 PM PST

    My Artemis Bow and Acceltra have become one

    Posted: 19 Nov 2020 01:37 AM PST

    The Vermisplicer is Unplayable

    Posted: 19 Nov 2020 09:07 PM PST

    And its not because its a bad weapon. Its because this gun shakes your screen to the point where it's giving me physical discomfort. I'm actually nauseous from using this weapon.

    And the screen shaking cant be turned off with Disabling Screen Shake in the options.

    I don't understand why this was not looked at because I know for a fact that at least a few people, me included, reported this issue in the beta.

    This issue isn't restricted to only the Vermisplicer + Ulnaris + Thymoid, this shakiness happens on a Vermisplicer + Haymaker + Splat

    submitted by /u/TitanHayat
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    Mesacópter. Build made by:OTK-Takashi

    Posted: 19 Nov 2020 05:39 PM PST

    Custom Signs. Mistake or Miracle?

    Posted: 19 Nov 2020 10:43 PM PST

    Deimos: Arcana: Hotfix 29.5.1

    Posted: 19 Nov 2020 06:25 PM PST

    Source

    Deimos: Arcana: Hotfix 29.5.1

    Additions:

    • Added an Orokin Matrix icon next to Loid's Fast Travel option and his dialogue options in the Necralisk.

    Changes:

    • Improved friendly Polyp-Hog Juggernaut's survivability during the escort portions of the Deimos Delicacies Bounty.

      • In its previous state, the Polyp-Hog Juggernaut was not tough enough to put up a fight in the later stages. We've made the Polyp-Hog Juggernaut more robust to make the level 30-40 bonus much more attainable!
    • Removed Pulmonars, Proboscis Cernos and Catabolyst from Conclave.

    Fixes :

    • Fixed softlock that would occur if trying to Trade a Mod and Platinum in the same offer.

    • Fixed a script error that resulted in the Jackal Parazon stab not functioning, which resulted in an inability to progress the fight.

    • Fixed Bonewidow's Weapon Pod Blueprint requiring 45 Tinks. It will now require 45 Scrap as originally intended (obtained from dismantling Servofish at The Business in Fortuna).

      • We'll be reviewing the backend to see if any players spent the 45 Tink and rushed the Blueprint crafting.
    • Fixed the Health bar of the 'Contamination Unit' disappearing in the Cracks in Deimos Bounty after a Host migration.

    • Fixed Bonewidow's Exalted Ironbride 'Drain / Second' stat not appearing when hovering over the ability icon in the Arsenal.

    • Fixed Bonewidow sinking when Exalted Ironbride is being held.

    • Fixed Bonewidow Exalted Ironbride Energy per second displaying 2 instead of the correct 2.5.

    • Fixed the bonus UI in the battle stage of the Deimos Delicacies Bounty showing succeed/fail state right when entering the stage.

      • UI will now properly show fail state if you go below 50% before the battle stage.
    • Fixes towards reinforcement encounters persisting and keeping missions active, preventing further Bounties in the same area.

    • Fixed script error that could occur when attempting to purchase items from the in-game Market as a gift.

    • Fixed a script error that could occur when putting away the Fishing Spear at certain spots in Cambion Drift.

    • Fixed a script error related to the True Master Font Blessing Altars in the Relays.

    • Fixed a script error that could occur if a Trinity Specter used Energy Vampire.


    This action was performed automatically, if you see any mistakes, please tag /u/desmaraisp, he'll fix them. Here is my github

    submitted by /u/CephalonAhmes
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    I think its time pets were far more relevant, a good way to do that? Give pets 2 arcane slots.

    Posted: 19 Nov 2020 03:35 PM PST

    give pets their own arcane line. Gut charm, and turn it into a universal pet arcane, and maybe turn the hurras sneaky ability into an arcane. Then likely create a line of mediocre arcanes, a few good ones, and 2 or 3 great ones to ramp up damage, or focus on buffing the warframe.

    Heck. You could even set it up so that we can proxy warframe arcanes onto the pet, that buff the warframe.

    Let us lens pets. ( I dont think we can.)

    What do y'all think? Pets are a rather big part of gameplay, and they should be more influential i feel.

    submitted by /u/The-Morgoth-Bauglir
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    Public Test Weekend #3: Update Notes (Deimos: Arcana Preview).

    Posted: 19 Nov 2020 09:31 AM PST

    Source

    This Dev Workshop is an early Update Note preview specifically for what we have changed that is relevant to the build on the Public Test Weekend #3! Each section will have details that match the thread breakout we created for the Public Test Weekend - if you weren't one of the thousand or so people who participated, you may still want to know what changed!

    Public Test Weekend #3 Notes:

    Kitgun + Weapon + Arcane Changes:

    Generally speaking, the major focus this week was split between Weapon tweaks and major Arcane buffs to give another chance at usability. The Arcane readability, numbers, and more have been significantly reviewed and changed for Deimos: Arcana!

    Weapon changes:

    Bubonico

    - Increased accuracy of primary fire

    - Increased speed of ammo regen delay from .9 to .5 secs

    - Increased ammo regen rate from 6.75 to 16.875

    - Increased status chance of alt fire from 53% to 57%

    - Decreased primary fire rate from 4.16 to 3.83

    Sporothrix

    - Increased damage from 363 to 371

    - Reduced embed time from 3 to .9 secs

    - Increased flight speed from 190 to 270

    Proboscis Cernos

    - Increased pull strength of the tentacles

    - Increased ammo pool from 7 to 9

    Catabolyst

    - Added base punch through dept of 0.9

    - Increased clip size from 19 to 27

    - Increased ammo pool from 95 to 135

    Pulmonars

    - Increased attack speed

    Arum Spinosa

    - Increased spine damage from 60 to 70

    - Increased spine flight speed from 33 to 49

    - Increased accuracy of spine throw

    Arcanes: Theorem and Residual

    The Theorem and Residual Arcanes were the most contested items on the Test Cluster over the weekend (well, second most next to Bonewidow but it was close)! We have made a concerted effort to reset how they work in context (mainly where the AoE spawns) and rebalance. The next steps for us are receiving feedback on the newer flow and newer stats for these upon release!

    Notable changes include:

    • Residual Arcanes will now leave their AoE at the position of the enemy at the time of death. You will see a ring on the ground (with upgraded FX) that you can enter to begin your Residual/Theorem buffing process. This means you will not need to search for corpses that may have been blown off in the distance -- instead, you should have an easier and faster means of finding these AOE rings.
    • Significantly increased the active Duration of your stacks after leaving the AoE (from 5 to 20 seconds).
    • Theorem Arcanes now go up to 5 Ranks with Stats to reflect this.

    THEOREM INFECTION

    Before: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 60m by 4%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

    After: Standing in a zone created by a Residual Arcane increases damage of companions and summoned allies within 90m by 24% /s stacking up to 15x. Effect persists for 20s upon leaving the zone.

    THEOREM CONTAGION

    Before : Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 5m dealing 100 damage and applying a Status Effect. Globes will persist for 8s upon leaving the zone.

    After: Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage and i ncreasing their vulnerability to the globe's damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone.

    THEOREM DEMULCENT

    Before : Standing in a zone created by a Residual Arcane increases weapon damage by 4%/s stacking up to 15x. Effect persists for 5s upon leaving the zone.

    After : Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.

    OTHER ARCANE CHANGES:

    • Theorem Infection increased from +90% to +360% Companion damage at max rank and stacks
    • Residual Boils spawns cysts on the ground inside the trigger instead of on the enemy corpse.
    • Residual Shock now fires Lighting from a spike instead of the enemy corpse.

    Warframe Abilities and Augment Changes:

    We focused on the most consistently critiqued Warframes for this week, with some explanations on what's to come (outside of this week). Generally speaking, we felt Zephyr needed the most attention, and while people appreciated aspects of Atlas and Nekros, there was more work to be done on their kits as well.

    Chroma:

    • In addition to Chroma being able to select elements in mission real-time (the biggest change), Chroma's selectable element HUD now uses colour coding in addition to icon coding.
    • Increased Spectral Scream damage from 200 to 400 Damage Per Second at Max Rank. This, combined with 100% Status Chance and Chaining should lead to some more deadly or useful scenarios, especially since you can use all 4 elements now!

    Nekros:

    • Nekros' Soul Punch now has a new mechanic: Marked for Harvest. Enemies that are hit by Soul Punch but don't die have a Duration wherein they'll be eligible to become a Shadow if killed while Marked!
    • This is in addition to the 25% lethality change and Shadow healing.

    Zephyr:
    The focus for this week was all about Airburst. Making the explosion valid for damage scaling changes the stakes when hitting groups with this ability which was a detail a few feedback posts requested or tried to make sense of.

    • Airburst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
    • Airbust now has a 50% chance of dealing a Physical status effect hit by this slice of air or it's explosion radius, heavily skewing towards Slash.

    Atlas:

    Overall, we still intend to look more at Atlas's Tectonics, but due to some AI complications and 'gotchas', we had to reset a timeline to revisit this with a future batch of abilities. For now, those who saw a slight utility boost in the AOE Damage / Stagger we added to Tectonics' Bulwarks will benefit from what was observed on the Public Test Cluster.

    Garuda Bleeding Talons Augment :
    Generally speaking the action we felt necessary to take for launch surrounded Garuda's Augment. All other augments performed as expected either in general or within their niches, there was consistent feedback about Garuda's having a 'feel' issue.

    • We have trimmed the animation time if released early and increased the range up to 9 meters for this Augment!

    Steel Path + Acolyte Changes

    In addition to written feedback and the poll results, we did a full statistical review of the amount of Steel Essence earned this weekend on both Test and Live, and we are moving forward with the values provided on the Test Cluster: 3 per Steel Essence Incursion Alert, and 2 per Acolyte (eligible for Resource Amount Boosting).

    We settled on these values because of what happens when they're broken down by different acquisition methods: people gain Steel Essence at better rates when playing normally (i.e no AFK Macro detected)! In practice, the actual dependency on RNG and Eximus spawning is gone. You will have a stable, matchmaking friendly way to reliably earn Steel Essence in shorter intervals across more content.

    In our view, it's better to reward broader diverse play than hyper reward idle strategies, and the stats confirm this to be the case. On paper the absolute Top 1% of missions will see less Steel Essence per hour (i.e the single strategy AFK-Macro-run), every other mission strategy will see more.

    • The Steel Path Acolytes now have received the same Status Effect eligibility treatment that Liches received in Update 27.3 earlier this year. This means we have slightly increased their health (scaled by squad size) as the Status Effect eligibility makes them easier to kill.

    • Reduced the Melee attack damage on both Misery and Malice to avoid the more reported 1HKOs

    • Created more regular spawn windows for Acolytes and fixed issues with them not spawning after 30 minute missions. They are guaranteed in each mission, and endlessly guaranteed in Endless missions!

    Bounty Changes:
    Pacing and bugs for the new bounty types have been reviewed, with some specifics to call out:

    Codename: Polyp Juggernaut Bounty:

    • Decreased frequency of random Juggernaut sniffing by over 50% to improve pacing.
    • The Juggernaut moves faster.
    • Increased the likeliness of a 'truffle' being closer to improve pacing
    • General pacing improvements.
    • Enemies now spawn on your Polyp Juggernaut's position, making battle phase more engaging

    Codename: Purifier Bounty:

    • Purify Cell Carrier spawn rates increased to improve pacing.

    Codename: Fluid Sac Encounter:

    • Reduced ranged enemy presence, increased enemy density and reduced delay between reinforcements. Increase sac explosion radius from 10 to 13 meters.

    Bonewidow Necramech Changes:

    General Necramech Changes

    • Necramechs (Bonewidow and Voidrig) now have a built in vacuum!
    • Enemy Necramechs now have the 'Lich' treatment with vulnerability to Status Effects!
    • Increased Shared Affinity Range in Landscape missions to 250 meters from 50 to assist with all things levelling on Landscapes (when Necramechs in non-Landscape missions come, this will of course change the levelling dynamic).

    Bonewidow Changes
    The Bonewidow was flagged as the item needing the most review, and we took a look at each Ability and made changes to its power, energy economy, and scalability.

    Meathook

    • Made the Meathook ability more responsive for targeting based on camera direction.
    • Added a damage buff to melee attacks while holding an enemy on Meathook.
    • Meathook now only costs energy on successful hit. It no longer costs energy to throw an enemy that is already held.

    Shield Maiden

    • Added 'Ironskin' style scaling to Shield Maiden, meaning all incoming damage right after the cast period scales the health of the Shield Maiden.
    • Made the angle of Shield Maiden's blocking angle more sensible for the front area of the Necramech.
    • Blocking with both Ironbride and Shield Maiden will increase blocking angle.

    Firing Line

    • Energy cost reduced from 75 to 50

    Exalted Ironbride

    • Increased the damage overall for Exalted Ironbride since its attack speed is slower by design.
    • Less energy is now required to sustain Exalted Ironbride.
    • Slam attacks are better performing and more intuitive.

    Not listed are the dozens and dozens of fixes included for launch on the more specific bugs and issues! A huge thanks goes out to the participants on the Public Test Cluster for giving us so much to work with. We spent the week with our heads down banging out as many meaningful changes that aligned with both the feedback received and our development goals. As is the way, things will still receive iteration and changes once our community-at-large is involved on PC and Consoles!


    This action was performed automatically, if you see any mistakes, please tag /u/desmaraisp, he'll fix them. Here is my github

    submitted by /u/CephalonAhmes
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