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About IdrisQe

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  1. Yep, same here. I noticed it actually resetting several times during one mission. I'd get to 10/150, then after a few minutes, it'd pop up with 10/150 again, meaning it had reset to 0 at some point, possibly when I paused? When I opened Nightwave mid-mission, it showed them both at 3/150 but after the mission they were both at 0/150 again.
  2. Undying Flyers are very annoying for Limbo players currently, or anyone teamed with a Limbo, for a few reasons. While I'm happy they are affected by the Rift and by Stasis (something which has been annoyingly inconsistent with recent enemy additions), the WAY in which they interact with it is less than desirable. It seems during certain attacks of theirs, they become invincible. If you activate Stasis during this time, they REMAIN invincible until you let them out of stasis. Additionally, when killed, their pod, thanks to being classified as an "object" like containers, cannot enter the rift (but does seem to have its hatching stopped by Stasis, oddly), so if within a cataclysm, you need to exit the border to hit them, and kill the Flyer properly. Neither of these interactions are bugs, exactly, but things that are very annoying and could easily be remedied. The latter issue, in particular, is something which also affects Boiler Infested Spawn Pods, which is annoying and has been for ages, but they at least can "hatch" in Stasis, and don't loop back to pods after being killed.
  3. On the new mission on Lua, Apollo, I immediately noticed something was wrong with the exploding Orokin canisters. Their glow is now blue instead of red, making them very hard to tell apart at a glance.
  4. Probably been reported umpteen times already, but in Wisp's ability descriptions, it says her motes affect allies. This is only partially correct, as it only affects player allies, which is just... Lame. It does not affect: Sentinels, pets, rescue targets, defense targets, excavators, lures, (probably) spectres... Basically if it isn't directly player-controlled, it isn't affected. Which feels wrong, especially as it simply says it affects "allies". This makes it so that in Solo, these large AOE buff stations are literally only self-buffs. Can't even help your sentinel stay alive, much less anything else you may want to heal/speed up/make shock nearby enemies/etc.
  5. If I may interject with a somewhat random suggestion for full 3.0 implementation... It would be exceedingly nice to have an "unarmed" melee weapon when no melee is equipped, similar to Garuda's Talons are for her, but unmoddable, perhaps with base impact damage equal to the frame's base armor. Not meant to be at all a powerful weapon, but something that functions, at a basic level, for the tutorial segments before getting a melee, and to allow for melee-based actions such as blocking (perhaps with only a 1% damage reduction due to your arms still getting hit, just blocking your vitals instead) and movement tech such as directional slamming and slide-attacking. This is easy to implement too, as in a form it already exists, the "unarmed" weapon was used during the Hallowed Nightmares event, among other occurances. It would also allow stealth attacking without a silenced gun or melee weapon. It would, in theory, also allow those challenge-hearted to enter a mission fully unarmed aside from their own fists and Warframe abilities.
  6. I've also encountered this bug once. A thumper that was right next to me just up and vanished. If I had to guess the cause, since it was having some... difficulty with the rocky, bumpy terrain, it may have partially-clipped into the ground and, due to its size, maybe hit a despawn-trigger under the ground, possibly there to remove enemies that somehow fall through the world. But that's just a theory. A Game Theory! Thanks for watching.
  7. Nownow, I do believe I've outdone myself! My artistic talent knows no bounds! The old Orokin Masters of the Arts would bow before my vision had they survived! I, Tenno Councillor IQ do present: "How To Demolyst: A Tenno Councillor IQ Production"
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