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Posts posted by nighter3d

  1. Can confirm. I also have that the ability can break if firing the moment its CD was to end. Resulting in the ability not triggering again.

    AND that as a client in some missions the visual effect activates on every kill, even though the buff should not nor is activating (no buff)


    The Survival instinct and Sly devolution abilities need some serious fixing by the looks of it.

  2. I need to know i ain't going insane. I keep seeing patches around the ability. Fixing missing FX. or fixing some FX performance thing. But the ability is Literally broken for me! As in it will glitch out and start doing nothing and i just keep getting ignored as if i am the only seeing it.

    The symptoms are this:

    • On first kill. Ability procs as normal with buff indicator and cancels out as normal on shooting.
    • IF i keep shooting during its "Cooldown" it will proceed to BREAK.
    • After this it will NEVER actually activate again.
      • However if i am a client (not host). The visual effect will (after first "Fix missing FX" hotfix) happen every-time. I literally stay glowy with the "Swowom" sound just on repeat over and over. Again despite no buff indicator telling me the ability has not triggered (nor should cause the Ability is supposed to have a CD.
      • Only case it seems to unbreak briefly is when the Vulpaphyla dies and turns into a larvae. Since it is a seperate ability, however that one breaks too!!

    Nothing i do seems to change this. Yet few comment when i ask if i am the only one. Am i?

    EDIT: One person in game has confirmed it happening to them too. So yay not insane, but still. Can we expect this issue being addressed? I get the feeling DE keeps fixing the wrong parts of it. Addressing Symptoms like missing FX, while ignoring the core issue that is plagueing the Vulpaphyla's ability.

    If it matters. My vulp is a Adra+Plagen combo in appearance. Has been given a reactor.

  3. Seems the "fix" to the Sly Vulpaphyla's Survival instinct is a dud.

    The ability's core issue is that it is breaking itself rapidly and preventing it from activating for the remainder of the mission. That issue still remains. Also the fix to not seeing the FX clientside probably isn't to Show FX on EVERY single kill even if the ability is broken or not supposed to buff...

    So please look into it and fix it properly. I love my infested fox with its adorable larvae form and want to bring her to long high-level missions, but so long as the ability is broken. Both by spamming the overly flashy FX and not actually doing anything. Is preventing me from such :<

    • TYPE: In-Game.
    • DESCRIPTION: Testing Sly Vulpaphyla's "Survival Instinct". It broke and could no longer be triggered ever since if you break the buff via attack and kept attacking.
    • REPRODUCTION: If you cancel the Ability's buff by attacking and keep on firing at enemies for the next 10 seconds or so.
    • EXPECTED RESULT: After 5 Seconds the ability should be able to re-trigger (or at least once you stopped firing for a moment).
    • OBSERVED RESULT: Ability does not trigger even after a whole minute of not doing anything before killing again.
    • REPRODUCTION RATE: Pretty much every-time. as tested within the simulacrum. Entering/leaving the Simulacrum spawn-menu/arsenal seems to fix, but not an option during regular gameplay.

    Personal take: I would guess that the ability has a little check to wait until your are done firing wildly before letting you re-trigger (to avoid spamming it and then breaking every 5 seconds), but it gets stuck and ends up waiting forever..

    • TYPE: In-Game.
    • DESCRIPTION: Testing Sly Vulpaphyla's "Survival Instinct". Continuous weapons do not break the buff, in fact they refresh the ability on-kill!
    • REPRODUCTION: Use a Continuous weapon such as Ignis and Nukor and keep hold of the trigger
    • EXPECTED RESULT: Should cancel the buff after the 1s grace period.
    • OBSERVED RESULT: Kept causing the timer to reset to 8s for every kill so long as weapon magazine hasn't depleted.
    • REPRODUCTION RATE: Pretty consistently. Assuming one didn't break the ability as described above.


    • TYPE: In-Game.
    • DESCRIPTION: Pet AI Breaks in a specific Toxic Tunnel tile (first of the 3 Isolation Vault bounties) where they hop onto a infested rock and will refuse to jump off.
    • REPRODUCTION: Bring any pet to this tile and inevitably they will get stuck. Also ability summoned companions like Octavia's Resonator Roller likes to jump and just roll in circles on it as well.
    • EXPECTED RESULT: Pets jumping off to keep attacking
    • OBSERVED RESULT: Just running circles on that darn rock until moving away far enough to cause the Pet to teleport away from the cropping.
    • REPRODUCTION RATE: Happens everytime when i brought a pet.
    • Visual: Image included shows the exact point as marked by my Sly Vulpaphyla who got stuck on it (again).



  4. I feel like the Update has messed up the Necramech drops as it nerfed the ones above ground. Killed over 20 Vault Necramechs and not a SINGLE significant drop beyond the guaranteed Matrix. No Part components, No Scintillant, No mods. An unnatural lack of drops. And not a single sighting of a floating one...


    Either that or i truly hate to know what the original chances for any of that stuff are. regardless that is 6 hours today i ain't getting back wasted on what is most likely a bugged out thing. Can't you guys just give everyone 2 scintillant or something for how Awful it has been? Rather than keep failing to mend it? It is starting to feel hopeless and the Vaults are turning into the most hated feature so far in their tedious repetition of Bait and tunnel. Bait and Tunnel. Bait and tunnel. BAIT and TUNNEL. Over and over and over....

    Also can Mother tone it down on the never-ending "To bad you ain't attuned to the void fully yet!!!" teasing. We get it!! There is more to the vaults that we don't know yet cause standing/content/secret...

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  5. The times i have gone there. It very much seems pretty static. Always at/in the entrance of the cave. Which saves some trouble.

    ...Then comes the part where in that tentacled mess with orange blobs everywhere you have to look for one tiny little birb you are praying shows up as a Orange blip on your scope to get you to find it half glitching into one of the orange blobs and on tranq being stuck there. resulting in Bullet jumping while frantically spamming the X in the hope of a successful Retrieval...

  6. Another bug report.


    When it comes to preservation the placement of objects/tracks on the Exocrine (Deimos' gelatine water thing) is inconsistent. Often stuff like the Droppings, tracks and calling points are On-top of it, but there are times where they end up at the bottom of it. Leading to moments where you find the start of a trail submerged and can't trigger it, Tracks getting hard to follow and i would guess the rare case of not getting near enough to a call point so you can start luring.

  7. So velocipods with their Hybrid K-Drive/WildLife nature appear to cause a pair of bugs to their behaviour.

    The big one: If you tranquilize a velocipod via an ability like Ivara's Sleep Arrow. The Pod does not get treated as a sedated wildlife. Result is that interacting with it causes the player to jump on their back and end up stuck on it as you can't do anything on a sleeping Velocipod. Not even jump off or enter the main menu. Just stuck there untill you get killed or i guess it wakes up (did not survive to check that)

    Second bug: Being not a strict wildlife the Tranquilizer rifle's natural ability to alert via beeps and highlighting them does not work. This feature is desired as Velocipods are expected to be hunted down in the wild without lures and pheromones.


    Also minor one: Had cases of them dropping through the floor through the map when they do their crashing to the floor bit.

  8. Was helping someone grind Atlas on the ERIS:JORDAS GOLEM node. Cause their archwing stuff was terrible where as i tuned my grattler to tear through him. When we reached the Juggernaut "Golem" in came my hellminth charger. Who decided to be like Clifford the giant red dog and had taken on the size of a friggin HOUSE!!

    I'm used to my Charger getting a tad big. She was born pretty big and the Strain Mods (in use BTW, guessing they are linked to this) quickly cause her to grow Horse-sized, but this was just silly! Other players noted the size too and can see the nametag moving along with the size so it wasn't just a visual artifact for me. Another round and the oppossite happened. The Charger became rodent sized! and it kept happening. Mostly in that my charger became a giant.

    I'm guessing it might be because the mission technically is part Archwing combined with the Strain Mod set that something goes wrong in scaling. Can't say for certain.


    Plus side: I got a pair of fun screenshots!



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