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Hayaies

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Everything posted by Hayaies

  1. So instead of fixing Chromas Guardian armor to have synergy with his OWN 4TH ABILITY, you decided to "fix" the wording instead, bravo. Less work I guess. I guess I made a mistake repeatedly praising the new team for having a better grasp on game design and balance after the amazing release of whispers in the walls. Now be so kind and also add the the mods description that you can go alt f4 if any of your shiny new frames that gives team wide overguard joins your missions, as apparently overguard both on enemies and allies is supposed to screw chroma over when using this augment. The replenished duration also still doesn't scale with duration mods, now that you changed your mind on letting it increase indefinitely, how about fixing that part to be consistent with every other similar effect in the game
  2. The decision to not give them this capability was made 3 year ago, long before mods like tenacious bond were conceived. And since DE hasnt made Tenacious bond unable to be equipped (like some other cases where they don't want some mods used on some companion types) I'd assume the intent is having the doggos be capable of ever reaching the threshold, which you currently cannot even using a perfect riven, but could if the umbral set was allowed to be slotted. Alternatively, increasing the pitiful 10% base crit chance of these weapons to at least 23% would also do the trick
  3. Some of my weapons dont even list their mayority damage type anymore, its so hilariously backwards I cant even. I guess were going back to the dark ages of datamining weapon stats and external calculators
  4. This has still not been adressed. Would really be nice to see it fixed one day
  5. And I reiterate again, these mods used to interact until DE fixed another previously broken interaction.Nothing on the mod card states this new behavior is intended, and it wasnt documented in patch notes. The wiki documents how the game works RIGHT NOW, so quoting it to justify a bug is nonsensical
  6. Chromas Guardian armor still doesn't absorb damage taken by his Effigy despite it being an "Ally". Not only is this very much unexpected behavior, it also ruins the consistency of the -NEW- mod, making it entirely reliant on his team instead of having synergy with his own kit as augments normally are supposed to. The replenished duration also still doesn't scale with duration mods, now that you changed your mind on letting it increase indefinitely, how about fixing that part to be consistent with every other similar effect in the game
  7. Chromas Guardian armor doesnt absorb damage taken by his Effigy despite it being an "Ally". Not only is this very much unexpected behavior, it also ruins the consistency of the -NEW- mod, maybee fix that FIRST before nerfing the little portion you actually finished implementing. Your "fix" also broke ally kills doing ANY of the things they are supposed to, and being the host also bricks it fully now
  8. hotfix broke it further, previous issues are still unfixed, and now the max duration is capped without disclosure, ally kills dont do anything anymore, and being the host also bricks it now
  9. Chromas Guardian armor doesnt absorb damage taken by his Effigy despite it being an "Ally". Not only is this very much unexpected behavior, it also ruins the consistency of the -NEW- mod, would be great if this got fixed unlike previous issues with the frame like his damage forumla getting "nerf bugfixed", or self damage, or the hema reload that got killed late last year <.<
  10. Chromas Guardian armour doesnt work with his effigy. Not only is this very much unexpected behavior, it also ruins the consistency of the mod, would be great if this got fixed unlike previous issues with the frame <.<
  11. Hayaies

    Parry

    The mod is extremly inconsistent with its required spacing and doesnt proerly indicate visual sucess, to the point of having spend 5 hours to sucessfully get it -ONCE- We have had parazon finishers in the game for years, why cant we just switch it over to that....
  12. I am reporting that Cordon spreading status used to work on release, and now doesnt. Since youre so keen on quoting the wiki, "Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s." Please be so kind and point out where it says "on hit", as the wiki is written by players documenting how the game currently works, not the developers
  13. I see you have read the wiki about how it currently works. I'm proud of you.
  14. Manifold Bond used to apply status on use Nautiluses use of Cordon on mod release, this functionality got removed in following patches, presumably accidentally due to the lack of relevant patch notes and the extra effort taken to make it work on the previously broken fatal attraction. So uh.. please fix? Unlike Djinn Nautilus doesnt really have anything going for it besides this mod <.<;
  15. it could be intentional, and the patchnotes would just be poorly worded then. Clarification would be nice, but so would be any interaction with this portion of the forum via a developer xD
  16. I will refer you again to the highlighted portions of the message you replied to. Also, no , they are considered abilities, not weapons, try shooting them at an arbitration drone if you need to test things like this in the future..
  17. Melee exposure does not trigger of Hildryns balefire charger and Ivaras artemis bow, despite consuming energy This is not intended behavior according to: "Fixed Melee Exposure counting Transference as an Ability cast. Similarly to Arcane Power Ramp, the Arcane requires an ability be cast (Energy consumed) in order to trigger the Corrosive Damage buff on Melee strikes. "
  18. As can be seen in the video, the arrows collide with the core, (instead of passing through it like i.e. the arsenal or some mobile map geometry) but dont activate. You should be able to attach these to the towers if they impact on them. https://cdn.discordapp.com/attachments/638748601350094868/1190272325510234212/2023-12-29_13-28-55.mp4?ex=65a1327c&is=658ebd7c&hm=ab2adb917a562400816dbd09bf2ab9f4b2d080ae0e69b6b0bc24b5dcdf1bdd78&
  19. arcane power ramp got mentioned in a fix in the patch notes for a fix for melee animosity, since this patch, it randomly resets to stage 0 and continues to display stage 4 when it should simply stay at stay 4 This happens by transferring to operator, wich now seems to be counted as an double cast ability in a buggy way, depending on what your next used warframe power will be. (most are fine, but some arent, its weird) This is the only repeatable setup I found, but it also breaks randomly during random actions over the course of a mission. Sometimes the counter still keeps track of the correct strength inspire of the buff icon being frozen, sometimes it will fluctuate between stage 0 and 1 for the rest of the mission
  20. you broke arcane power ramp last hotfix when "fixing" melee animosity, it resets to rank 0 and continues to display 4x when it should simply stay at x4. This happens by transferring to operator, wich now seems to be counted as an double cast ability in a buggy way, depending on what your next used warframe power will be. This is the only repeatable setup I found, but it also breaks randomly during random actions over the course of a mission I also dont see a fix for the "Gain 30% electrical damage; 10% more per violet, azure or crimson shard" effetct, The extra 10 (+15) damage per base shard currently doesn't apply.
  21. Getting rid of this would considerably worsen matchmaking and together play only to eliminate an "exploit" of saving 2-5 minutes. I think there's worse things to worry about.
  22. The hemas reload health drain doesnt trigger vex armours dmg increase anymore since duviri, this is not documented as intentional and has been a known mechanic for years, thus should be reverted as a bug fix. This has been reported at the time, but has yet to be adressed, and since the subforum is now read only, I am moving it up to general bugs.
  23. How about don't smug post on the forum and waste everyones time before testing the broken interaction.
  24. Its a depreciated feature. Before focus ... 3.0? (the current one) operators didnt have warframe type abilities, but rather passives, and a meele, that functioned as a stun, and a vessel for some of their "passive" abilities. It shouldnt be in the game anymore at all, but DE seeminly didnt remove it from the code completly, and it can currently appear as a bugged state
  25. The issue still persists as of the Whispers in the wall update (not that I can complain, wowzers what an incredible patch <3)
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