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Immortal

PC Member
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Posts posted by Immortal

  1. Warframe0222.jpg

    TYPE: [In-game]
    DESCRIPTION: [Waiting around in the flotilla after a 100/100 wave was complete.]
    VISUAL: [Image posted]
    REPRODUCTION: [TBD]
    EXPECTED RESULT: [Should have read, "Wave Complete 100/100 in Retreat"]
    OBSERVED RESULT: [Saw “Wave Complete |Progress|/|REQ| In Retreat”]
    REPRODUCTION RATE: [Unknown]

    Just some placeholder text after a wave is completed in the flotilla.

  2. Unable to Swap Polarities on Companions(Moas, Sentinels, Kavats, Kubrows) as well K-drives.

    Error Message: Reconfiguration could not be completed. Your account has not been charged. Please try again later.

    Attempts at relogging and waiting longer has failed to resolve this issue.

  3. I have had to re-install warframe twice now and have not optimized it now after this latest install, please fix the optimize function cause its corrupting or deleting essential files to play.

    BSOD Error for those that were curious was KERNAL_DATA_INPAGE_ERROR. Only occurred after optimization of warframe. It was due to like i said warframe corrupting or deleting essential files to play not Ram or Memory Issue as i did do the system test checks.

  4. On 11/18/2017 at 11:06 AM, Rawbeard said:

    Last I checked Vazarin wasn't supposed to be useful. actually nothing besides Zenurik is even allowed to have nice things!

    Well that's just going along with the theory that Zenurik is more popular. So there for that is why DE listens to feedback on that focus school more than the others.

  5. On 11/17/2017 at 8:16 AM, (PS4)Tomplexthis said:

    What could also be focuses on is the Focus Cost of all the powers

    2 million focus per each powers/waybounds, 1 million and the eidolon part to grant it to your tenno

    8 days per power?, how the heck, who has time for that grind

    There is already many great Focus Cost threads created and DE said that they are aware of feedback on this topic. But Void Blast+Guardian Blast ability feedback is what this thread was created to discuss.

  6. On 10/31/2017 at 3:23 PM, Skrewyluie said:

    22.1.2, hope is fleeting. I bet this upcoming dev stream they will just spit at us with the classic "it's being discussed."

    In the forum post of Devstream 100 where this question was raised, they did not talk about Vazarin Void Blast+Guardian Blast as they only reflected back on questions from Devstream 1.

  7. 7 minutes ago, rafaelx1bm2.0 said:

    In the main post I tried to focus on every aspect from it.

    What people find more concerning about the instant revive is that its a ability extremely useful and unique to the focus school while healing can be done via pads/frames even if they should not be necessary with Focus 2.0.

    While testing Guardian Blast with a friend at a level 3-5 mobile defense it proved to not be able to handle even the possible lowest level of enemies in the game, 1 grineer could remove the shield buff and overshield faster then I could place on my friend due to the high cost of energy and low amount of shield given, so I agree with your topic too but it does need to give a lot more then 25 at the lowest level to be able to cover other players.

     

    True, insta-revives is one of the main unique qualities of vazarin and would direct someone to choose the focus school over another. So i understand every ones viewpoint on it.

    My suggestions in my post were directed at trying to make Guardian Blast a functioning ability again rather than a direct buff to the ability. But i wouldn't mind seeing a slight buff to the shields gained and radius per cast.

  8. This was my forum post feedback on Vazarin:

    I feel like everyone who is vazarin is focused on mending soul. I do understand the concern about it not refreshing the revive buff. But it does let you refresh the buff if you happen to die in the mission. (Edit: as of 22.0.7 dieing will no longer refresh the insta-revive counter. It will now only put the insta-revive buff back on if you still had remaining insta-revives left to use during the mission.)

    But people shouldn't forgot that vazarin can restore shields as well using Guardian Blast. In its current state its almost useless. (IMO)

    I have over 6mil focus invested in vazarin, i love it. I hope they can make some improvements to it soon.

  9. As of Hotfix/Update 22.0.3-22.13.1 Vazarin Guardian Blast additional cost for each ally hit makes ability cost to much and not function correctly.

    Void Blast costs 25 energy, while Max Rank Guardian Blast ability is active in the focus tree it will cost an additional 25 energy for each ally hit within 8m and grants them 160 shields.

    • This results in Void Blast using 50 energy per Void Blast when near 1 Warframe.
      • 75 Energy per Void Blast when near 2 warframes.
      • 100 Energy per Void Blast when near 3 warframes.
      • 125 Energy per Void Blast when near 4 warframes.
        • When near 5 warframes and above without zenurik way-bound passives it is impossible to cast Guardian Blast as operator energy cap is 125.
          • 150 Energy per Void Blast when near 5 warframes.
          • 175 Energy per Void Blast when near 6 warframes.
          • 200 Energy per Void Blast when near 7 warframes.
          • 225 Energy per Void Blast when near 8 warframes.

    Current Vazarin ability reads: Guardian Blast: Rank 3/3 - Void Blast consumes 25 energy for each ally hit within 8m and grants them 160 shields.

    • 2 suggestions to improve the fuctionality of Guardian Blast. Either one would be a good change:
      • First possible imporvement, Reduce Additional Energy Cost for each ally hit:
        • Guardian Blast Rank (0/3) - Void Blast consumes 6 energy for each ally hit within 5m and grants them 50 shields.
        • Guardian Blast Rank (1/3) - Void Blast consumes 6 energy for each ally hit within 6m and grants them 80 shields.
        • Guardian Blast Rank (2/3) - Void Blast consumes 6 energy for each ally hit within 7m and grants them 120 shields.
        • Guardian Blast Rank (3/3) - Void Blast consumes 6 energy for each ally hit within 8m and grants them 160 shields.
      • Second possible improvement, Remove Additional Energy Cost all together:
        • Guardian Blast Rank (0/3) - Void Blast grants 50 shields to each ally hit within 5m.
        • Guardian Blast Rank (1/3) - Void Blast grants 80 shields to each ally hit within 6m.
        • Guardian Blast Rank (2/3) - Void Blast grants 120 shields to each ally hit within 7m.
        • Guardian Blast Rank (3/3) - Void Blast grants 160 shields to each ally hit within 8m.

    Thanks for reading and let me know how you guys feel about this ability and if it also feels underpowered or simply just doesn't work in its current state. Also if you have a suggestion to change this ability to make it more viable i would like to know your suggestions.

    -Side Notes:

    • My suggestions are directed at trying to make Guardian Blast a functioning ability again rather than a direct buff to the ability. But i wouldn't mind seeing a slight buff to the shields gained and radius per cast.
    • Glad to see that Guardian Blast now grants 160 shields at max, up from 100.
    • After a few months of testing with the change from update 22.6.0. Guardian Blast still doesn't quite function well.
  10. This bug is an issue as of Hotfix 22.0.5

    Current Vazarin ability reads: Guardian Blast: Rank 3/3 - Void Blast consumes 25 energy for each ally hit within 8m and grants them 100 shields.

    This bug currently causes Guardian Blast to consume an additional 25 energy for each ally hit within 8m per Void Blast.

    • This results in Void Blast using 50 energy per Void Blast when near 1 Warframe while Guardian Blast ability is active in the focus tree.
      • 75 Energy per Void Blast when near 2 warframes.
      • 100 Energy per Void Blast when near 3 warframes.
      • 125 Energy per Void Blast when near 4 warframes.

    Please let me know if there are others that are Vazarin experiencing this issue. Hopefully this can and will be fixed soon if so.

  11. Some weapons such as the Atomos, Nukor, Gammacor, and Synoid Gammacor display a high base damage with low fire rate in the arsenal equip section and market, but once equipped it lowers in damage and increases fire rate.

    Please check out this post i made here in the PC Beta Bugs>General Forum for more information: 

     

  12. EDIT: This was hotfixed as of  Update 19.4.2 + 19.4.2.1  .

    Weapons i found that display a higher base damage with low fire rate but change to a lower base damage with a higher fire rate once equipped:

    • Atomos
    • Nukor
    • Gammacor
    • Synoid Gammacor
    • Synapse
    • Amprex
    • Convectrix
    • Flux Rifle
    • Ignis
    • Embolist
    • Spectra

    According to StrongCrayon's post i'm also convinced that this is only affecting certain Held-Trigger Primary/Secondary Weapons.

    Here's a screenshot so you can maybe get a better idea of the bug. !These are all un-modded weapons, BASE WEAPONS.

    Warframe0124.jpgWarframe0120.jpgWarframe0118.jpgWarframe0121.jpgWarframe0119.jpg

    Would like to know if this is just a client side issue or full bug.

    Steps to Reproduce this issue:

    1. Go to the Arsenal
    2. Select Secondary Weapon>Equip
    3. Select Nukor(or one of the weapons mentioned above). Read the Damage.
    4. Equip the Nukor(or one of the weapons mentioned above) and the base damage should drop.

    !Also its not just from switching from one weapon to another, this can also occur when going from no weapon equipped to equipping one of the weapons mentioned in this post.

    -Questions and Answers about this reported bug and additional info-

    • On 11/18/2016 at 6:30 PM, Sargeant_Q said:

      Do you have a dragon key equipped?

      No, I do not have an Extinguished Dragon Key equipped.
    • On 11/19/2016 at 2:48 AM, StrongCrayon said:

      Continuous fire weapons such as the Embolist or Ignis have an incorrectly displayed Fire Rate of 1 in some places and--possibly as a result of that--the indicated Damage is wrong too.

      In one screen, the Nukor shows 32 Radiation damage with a Fire Rate of 5.

      In another screen, the Nukor shows 160 Radiation damage with a Fire Rate of 1.

      In both cases, the damage per second is 160.

      A quick search turned up the following, indicating that this has been a problem for some time now: 

       

  13. I too have experienced this bug of melee no longer allowing you to melee while in or out of melee stance. For me the bug usually occurs after i channel my melee weapon and either use a console or switch to another weapon while channeling.

     

    *A few times I was able to fix the issue of not being able to melee by jumping off the side of area's.*(However this method doesn't always work)

     

    Hopefully soon this bug will be fixed. It's kinda hard to do rank up melee weapons during a mission when your melee weapon stops working.

     

    *Update*- I also have (Toggle Melee Channel) Turned on, and when i run out of energy and acquire more energy i have to turn off melee channeling with my keybind and turn it back on for it to channel again.

    -The reason why i noted this is because when i rapidly toggle on and off channeling it causes my melee weapon to stop working at times.

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