Mujaki
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Posts posted by Mujaki
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I don't know if these were added in this update, or earlier, but I just have to say the swirling energy backgrounds on ability icons makes them nearly impossible to make out what the icons actually look like. Even more so when they are animated. It's just a massive blob of visual NOISE, overpowering any useful signal.
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8 hours ago, God_is_a_Cat_Girl said:
and should've been released on day 1 of the update
Well, by waiting a short while to release the event, it does give people time to actually FINISH the prerequisite quest and gain access to the mission node where we farm the boss.
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Hurray, I'm not the only one that thinks this mode is utter garbage.
Hate the melee stance, hate the useless snowballs, hate the crappy lag.
PvP on peer-to-peer networking is awful. It should never have been part of an event. It never should have been allowed into the game in the first place, but I know people were clamoring years ago, "Aahhh, we want PvP!" even though the game was designed from day one to be co-op.
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3 hours ago, [DE]Danielle said:
The Duviri Paradox: Hotfix 33.0.13
Fixes:
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Fixed always getting the base Hek in Teshin’s Cave offerings even if you own the Kuva or Vaykor Hek.
- It is intended that the more powerful variants of a weapon you own appear in the Cave.
Personally, I would enjoy an option to choose between variants, if I have different ones in my arsenal.
Recently, Baro Ki'Teer introduced the Prisma Lenz. And by the base stats, it's "stronger" than a normal Lenz. And so I found it in Teshin's Cave.
But I've already thrown three forma and a focus lens onto MY normal Lenz, while my Prisma Lenz is merely level 30. So is it really "more powerful" ?? Perhaps not.
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Fixed always getting the base Hek in Teshin’s Cave offerings even if you own the Kuva or Vaykor Hek.
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Any chance that, in the NW Creds Shop, we can get a "Hide Crafted" button to go along with the "Hide Owned" button?
There's a lot of helmet blueprints that I've already made, and don't need duplicates of.
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3 hours ago, [DE]Rebecca said:
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Eximus units will now drop from the drop tables twice: Once from the base enemy type table and once from the Eximus table.
How's that work with Ivara's Prowl, Nekros' Desecrate, and various other loot-o-matic abilities?
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Yep, I'm also seeing it as 1K instead of the normal 4.5K for weeklies.
Guess I'll put off playing Railjack until they fix it.
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Just noticed this one. Pretty minor, but... Played with my usual squad, did a nice long 17-scan ground mission. We head back to the flotilla, then we split up at the end of the night.
But while I'm on the flotilla, I notice my railjack outside the window. But, instead of having MY railjack's name painted across the side, it has the name of my previous host's railjack.
Even when I exit the flotilla and head to my dojo, when I go to check the name? It's not mine.
It might be from the space side, because we did that LAST night, and I only just noticed today. But either way... weird, yeah?
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Tried it in Grineer Archwing at Erpo, Earth, also with Prisma Veritux (but Itzal as the 'Wing).
While I could still hit the Dreg ships, the Dargyn and Ogma ships would also be JUST outside swing range. Interestingly, I could hold them in place by waving my weapon around, and they would be frozen until I stopped swinging. In Corpus Archwing missions, I couldn't hit anything with melee. And while swinging would freeze their attacking, they would still be able to move... and drag me along with them?!
Really annoying, especially since I had decided to toss a Forma onto my Prisma Veritux to capitalize on this double XP weekend...
Edit: Tested with EVERY arch melee. Only the Veritux and Prisma Veritux still have the classic "leap to nearest enemy" that all arch melee used to have, so they are the only ones showing this improper range bug... (But all the other ones without the auto-leap are annoyingly difficult to actually hit anything with.)
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What about Arch weapon status mods? "Sudden Impact" and "Modified Munitions" still only go to +60% at max rank!
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Slightly disappointed to see that, while many frames AND their primes get armor buffs, Rhino Prime did not get a buff to go along with the one his normal version received.
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13 hours ago, [DE]Rebecca said:
Status Chance Mod Buffs
The Status Chance Mods we released many years ago have not been considered worthwhile - there are simply better options within the Status Mod builds (Dual Stats) or Critical builds are more appealing. We are buffing all Standalone Status Chance Mods to increase the appeal of building for Status on your Weapons:
Rifle Aptitude increased from 15% Status Chance to 90% Status ChanceMelee Prowess increased from 15% Status Chance to 90% Status Chance
Sure Shot increased from 15% Status Chance to 90% Status Chance
Shotgun Savvy increased from 30% Status Chance to 90% Status Chance
Why? This is a long overdue change that will thrive when paired with the above change of giving >100% Status meaning. The goal is to give your Arsenals a shake up in terms of what Status may mean for some of your Collection! This is a power output increase across the board for Status.
This is nice, but don't forget the Archgun status mod, "Modified Munitions," and the Arch-Melee mod, "Sudden Impact." They currently only go from 10-60%
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We're not the only ones out there flying. Spare a thought for the Rail Jockeys, hauling their tractors across the system.
"The Tractor is Ready to Punch"
QuoteA Rail Jockey's life
is not one of leisure!
Half boredom, half strife
haulin' another man's treasure!
(refrain)
For the taxman will always be adding his sums
but the captain has got a good hunch!
Find a hold full of cargo to make engines hum
and the tractor is ready to punch!
And the Tractor is Ready to PUNCH!
Oh, living ain't cheap
when you're dying from debt.
But we're flyin' this heap
so come place your bet!
(refrain)
Set sail for old Mercury
and fill up the hold!
From debts we'll be free
with this Orokin gold!
(refrain)
“Halt!” ordered Control,
“Are you with Red Veil?
That cargo, you stole!”
As we dove for the Rail!
(refrain)
The captain's reply
was awfully darin'.
“A free crew we fly!
Or maybe Sequence of Perrin?”
(refrain)
Their shots all rang out
as we started our dive
And the cap'n did shout,
“We're all to survive!”
(refrain)
To Venus we flew
where the nights are oft cold.
A desperate crew
but a hold full of gold!
(refrain)
The ship, she did crash.
And we've started repairs.
Had to sell off the stash.
Life just isn't fair!
(refrain)
So sing a few bars
'Til we're sailin' once more.
Set course for Red Mars!
Cap'n found us a score!
(refrain)
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It's a small bug, but it IS a bug.
When Cephalon Cy sends you an inbox message saying that he's found the engine cowling, it says, "Final component marked: Sedna."
But the mission itself? It's on Europa. Completely different.
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Just because a certain requiem was the first murmur revealed, does NOT mean it will be in the first slot.
It could be the first. It could be the second, or third. Murmurs are just HINTS, telling you which three of the eight requiems you will need to equip. But the order matters, and you have to try different combinations to successfully contain your Lich. The good news is, once you know which three requiems to bring, then there are only six possible combinations of how to equip them. ABC, ACB, BAC, BCA, CAB, CBA
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Recently, Frames and weapons got an upgrade to how their appearances could be randomized. Each slot would pick both a random color palette, and a random color from within that palette.
With the newly redesigned Orbiter 2.0 and the fancy skylight, I decided to try out some new colors. And that's when I noticed the random colors button there was still using the OLD method of randomization. It picks one color palette, and then five colors from that palette, for each of the slots.
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I was playing in the "Melee Only" Gift of the Lotus Forma alerts, and I swear the thing NEVER fired anytime I tried it. Just sweep the weapon in the air, and nothing comes out.
In other missions, when I'm host or client, I also see a delay. But at least it did fire!
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So, I think you missed a mod in the Channeling rework:
Reflection - Warframe
16% Damage taken is reflected when Blocking attacks while Channeling.
Just found a copy of it, and well... How's that supposed to work, now?
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15 hours ago, GnarlsDarkley said:
Jeeez...another one who enters the forums and cannot read official announcements?
We can still petition for a change, can't we?
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I'm sure I'm not the only one crazy/dedicated/bored enough to max out all the Nightwave challenges each week. When Wolf of Saturn Six was running, we could still get Wolf Creds beyond rank 30. But with the Intermission, after hitting rank 15, my standing is stuck at 0/0. Even after completing more daily challenges!
Any chance we can get credit (and Creds) where credit is due?
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Ropalolyst boss fight, do NOT fall off the platforms while in Operator Mode.
You will respawn outside the arena, possibly all the way back at mission spawn.
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I noticed it had been reset for me, as well. Although the standing was exactly the same as it was when I logged out last night, nothing was lost other than the completion rate rolling back from 10/10 to 9/10.
Still, not enough time to do three nightmare missions before the weekly refresh!
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It looks like when you use Hildryn's #1 ability, your secondary weapon is temporarily replaced with the Balefire Charger. You can actually swap weapons, use your primary, swap weapons, and she'll have the Charger still equipped. You can also swing your melee, and then immediately switch back to the Charger. Which for most loadouts is fine.
Unfortunately, if you have a single pistol and glaive-type weapon, which activates dual wielding... Replacing the secondary with a Balefire Charger makes things a bit error prone.
If you have the pistol+glaive as your ACTIVE weapon, and then activate Balefire, it works... until you try to melee. And then suddenly you have glaive+glaive equipped. You can swing and throw the glaive just fine. BUT you cannot immediately return to the Charger by trying to shoot or aim. If you swap weapons to your primary, you can shoot. But if you try to melee, it returns to glaive+glaive, and AGAIN you cannot immediately return to your primary by shooting/aiming. (It also shows your primary ammo above the glaive+glaive.) Swapping weapons can temporarily fix things, until you try to melee again.
Also, when you deactivate the ability, you are normally set to your secondary weapon slot. But if if you have pistol+glaive equipped, now you cannot melee AT ALL until you swap to your primary and melee while it is active. Swapping twice just returns you to the bugged non-glaive. The only way to avoid this is to go: Primary, melee, activate Balefire, melee, deactivate balefire. This returns you to a state somewhere in between dedicated melee and dual wielding. It will show the glaive in your hand, alone. But the moment you fire or aim, the pistol jumps from her hip to her grip, and you're back to dual wielding normally.
Occasionally, I was able to get Hildryn to dual wield a pistol and a glaive in the collapsed, small size, but I'm not 100% sure how to reproduce that state. Sorry.
Activating/deactivating Balefire while in Aegis Storm has no influence on the above bugs, you still won't be able to melee after deactivating.
(And using Aegis Storm while a glaive is active, either dedicated or dual wield, will have her flying around with the glaive still in her hand, not hidden. Strangely, it's attached to her wrist in different positions depending on which mode she was in when activating Aegis Storm.)
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One thing I wish they would change with Garuda's abilities... Line of Sight targeting on her Dread Mirror.
For both her #1 and #2, you cannot use the ability if you cannot see the target's FEET.
Now, for Blood Altar that makes sense because she dashes along the ground before lifting them on spikes. But with Dread Mirror, she LEAPS into the air, and comes down on the target. If I'm out on the Orb Vallis, and a target is standing behind a roadside guardrail, I can still see them from the waist up. I can still hit center of mass with my guns. But somehow, I can NOT leap over to tear out their heart, just because they're covering their feet?
Steel Path "Kill 2 Rogue Voidrigs" bounty has a 50% chance to spawn Rogue Bonewidow instead, which does not progress bounty completion
in New Game Modes Bugs
Posted
Normal, non-Steel Path Cavia bounty for "Kill Two Rogue Voidrigs" will also not increment upon killing a Bonewidow.