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Hark211

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Everything posted by Hark211

  1. I've seen a ton of posts about the bugs while dual wielding, so I assume it's only a matter of time before they're fixed. Honestly the bug I'm more concerned about is the first one involving heavy attack displacement. No-one else seems to have noticed that heavy attacks are broken this badly, and I have no idea how long it's been like this. It seems very unlikely to get patched too, since I'm not even sure the devs know this problem exists in the first place.
  2. Glaives currently have 2 major bugs that make them almost unusable. I have not seen anyone else reporting the first heavy attack bug, but I have seen numerous reports about the bugs while dual wielding. The first bug occurs only with either quick return or volatile quick return equipped. Heavy attack detonations work as expected while the glaive is travelling away from you, but after impacting a surface or enemy heavy attack detonations will not deal damage at the glaive's location, despite the explosion visuals appearing as normal. The heavy attack detonation is instead triggered at the point the glaive initially impacted to trigger its return, dealing full damage and applying all other effects despite there being no visual indicators this is what is happening. The second bug occurs when dual wielding a glaive with any secondary. If a charged or partially charged glaive is thrown, the heavy attack input fizzles and will not detonate the glaive in midair unless the input is pressed a second time during the same throw. In addition, any secondary weapons with alternate fire inputs (including incarnon weapons) will be completely unable to activate their alternate firing mode. There is no resolution for this bug besides unequipping the glaive entirely. I have also included a video showcasing both of these bugs which I hope can provide a clearer example of what is happening, especially regarding the heavy attack detonation bug. These bugs have a 100% reproduction rate at the time of posting and affect all glaives.
  3. Okay this is definitely not just an issue in Duviri. Just did a 20 min survival run, and equilibrium stopped and started working multiple times. I didn't do anything weird like die, fall off edges, or spam my operator, so I can't even begin to guess what's making this happen.
  4. I was doing a circuit run on Nekros with Equilibrium and noticed I was not able to pick up health orbs at full HP, despite needing them for energy. In separate runs I also tested Health Conversion and Arcane Blessing, both of which worked properly and allowed health orb pickups while full HP, but Equilibrium did not. In the cases where another effect allowed the health orb to be picked up, Equilibrium behaved as expected and restored the correct amount of energy. This problem does not occur during normal missions or in the simulacrum, so all I can guess is that the recent change to Equilibrium allowing health/energy orb pickups at full HP/energy did not carry over to Duviri.
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