CLICK HERE TO SHARE FEEDBACK AND BUG REPORTS IN THE DEDICATED SUB-FORUMS Update 33.5: The Seven Crimes of Kullervo The Seven Crimes of Kullervo are on display for all to see! A new island has appeared just off the Duviri mainland, a prison to hold a guilt-ridden betrayer: Kullervo. Enter Kullervo...
Not a fan of clamps being required to access the time-limited island to be honest - not a fan AT ALL. It's already limited, why add that hurdle to it too? Means I'm going to completely ignore it and just run there during my regular runs...
It costs 5 but you get 10 when you're done so it's still net positive. Rebb's explanation was that it's supposed to make it so people have to do a regular run at least once before joining the special event but I'm not sure how much I buy that.
Is it a 100% chance to spawn kullervo fight in Lone Story if it's the correct mood, maybe we'd be better off just doing that instead?
Undercroft Defense Mission Changes
Reduced waves from 5 to 3.
In an effort to decrease the length of Defense missions in the Undercroft, we’ve opted to reduce the number of waves to complete.
Increased enemy spawns and added Eximus units to defeat at the end of the mission.
With the wave reduction, we want to maintain a level of challenge throughout the mission by ending it with a bang.
The Defense Target will now regenerate its Shields to full in between waves.
In light of the increase in enemy spawns and the addition of Eximus units, we wanted to ensure the target wasn’t in any immediate danger of being destroyed right on wave reset.
Definitely good changes, I just hope it's enough. Defense is always so boring and frustrating to me, wish it just got the exterminate treatment and spawned more than enough enemies for last wave so you don't have to kill every last one.
Steel Path Lone Story just got harder. Looks like the new decrees are mostly useless, diluting the pool.
Undercroft Defense also doesn't seems good. We get shield recharge and 2 less waves for more enemies and an eximus wave at the end. I hope I'm wrong about this.
The extra Eximus at the end aren't too noticeable compared to the usual spawns, in my experience. Though there are some extra enemies per round, the 3 rounds go by much faster than the previous 5
The new decrees aren't that bad for circuit (most of them, anyway), but I was hoping to have at least some devoted to keeping the less tanky frames alive for circuit.
Got a chance to use kullervo on a steel path kullervo run. Seems nice, going to need proper mods to get him going, since I kept running out of energy. Kullervo boss fight is barely a fight even on steel path, I hit 1 with my kullervo and just wiped a health bar from the boss. I had a prisma skana with incarnon, so that could be why. After that I still have to fight the orowryrm so you get some pathos clamps back.
At the end I got 6 kullervo bane thingies that will go towards buying the warframe and shotgun parts.
Got 4 for normal mode. They don't show up until you exit after you kill orowyrm.
On a third steel path run I tried to fight kullervo with drifter and seems a lot more challenging. Pistol did very little damage. Using gauss I had to attack a few times with a heavy attack hespar to take a health bar. Nearly wasn't enough to take down 2 health bars, since transference is still counting down while the cutscene where the next kullervo appears happens, but you can still move during the cutscene and maybe attack. Only got 5 kullervo banes, which is less than what they say on the wiki (of course info is still being gathered). Apparently the new node is bugged for steel path, if you fight kullervo in steel path duviri experience it gives the correct amount of kullervo bane.