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  1. In the patch notes for update 32: "Fixed the timer for Gyre's Cathode Grace not increasing duration for Client on Warframe Ability Kills" While this seems to have worked, it has not solved the significant and near permanent bug that has plagued Gyre since her release 4 Months Ago. That being, while playing as a client, the timer for the ability buffs does not get increased on any kill as is expected, and so after a short while, the Energy Regen and Crit Chance boosts are lost. However, the timer for the ability overrall appears to increase on the hotbar, and so cannot be recast even after the 60 seconds should have passed, if kills are still being accrued. The only way to fix this in-mission is to enter an Out-Of-Bounds area and reset all active abilities.
  2. If you switch too fast from operator back to Mag, you are stuck in "no-animation". You can't cast. You can't shoot, You can't switch back to operator, you are stuck in the "A-Pose" until you leave the game or mission is finished. I use: - Mag prime. - Mag Pneuma skin - Loadout is: Sybairs Prime, Akstiletto Prime, Nikana Prime. - Weapon equipped was: Akstiletto Prime. (it should be mentioned, that I had this with a lot of different loadouts, but Akstiletto Prime was always part of the layout) - Operator school: Zenurik What happened.: - Switch to operater - Cast ability 1 - Switch to warframe. - be stuck. Happens if you do it really fast and had it only with my Mag Prime so far.
  3. I have been trying to do my Mastery Rank test and every time I have come back to finish it, I would get a weird bug where the timer has extra time and I would sit at the finish area with time to spare and I wasn't failed or anything but It started 2 days ago. Before I did it again this time I purposefully failed the practice 3 Times and it didn't bug out, only when I do the official test. If anyone has a solution to this bug please let me know it's driving me nuts. PROOF.
  4. Prime Shred does NOT give Punch Through on several weapons in my experience. Affected weapons: Ignis, Ignis Wraith, Scourge, Scourge Pime While Ignis Wraith still have the body punch through when Prime Shred is installed it does NOT give the punch through (through doors and small cover, railings etc) it gave before. Was it an undocumented NERF???
  5. A longstanding bug I'm finally getting around to documenting. Day Equinox's Rage cannot target eximus with Overguard active, nor does its damage vulnerability affect them if another unit is used as a target. I haven't attempted to test its movement and attack speed debuffs, because I wouldn't expect them to work. Warframe is full of surprises though. Anyway, a damage vulnerability is not a CC, so it really shouldn't be negated. The ability description itself only says, "In Day-Form, targets become more susceptible to damage" rather than linking it to a CC function. And if that's fixed, it would be nice to be able to target OG eximus directly with the ability. Video from today: It's a little hard to see the damage popups in the video. In case it's not clear I shoot Stugballs at each target. (Just one at a time, not stacking them.) Explosion damage Without Rage // With Rage CHG 152 // 224 CHG Eximus 810 // 810 That's explosion, but you can see the same thing happen with the damage ticks. The 47% increase is correct for my ability strength. Range is 11.75m, so the Eximus is well within that. Thanks for looking at this.
  6. When ever I exit dojo after a mission even when mission is successful it will show rewards and what not but says mission failed at the top of screen even though I had completed mission and was just navigating out from dojo does this happen to anyone else?
  7. Ferrox altfire pulses are applying no damage or status to at least some units that are immune to its CC effect. AFAICT this includes all Eximus units with overguard up, as well as Demolysts, Demolishers, Juggernauts. And probably most or all CC immune or resistant enemies. See also this thread about Treasurers: https://forums.warframe.com/topic/1299726-ferrox-alt-fire-not-damaging-or-applying-status-to-treasurers/#comment-12446947 I doubt this is intentional, but either way it would be great to get the damage/status component of the pulses decoupled from the vortex effect on this weapon. How can this bug be reproduced? Spawn eximus enemies, use altfire to throw Ferrox, note absence of ongoing damage ticks. What kind of squad were you in? Solo, host, client? Solo only. Can you share any images or a video of the bug? Note the regular Bombard to the left that dies almost immediately to the pulses, while the Bombard Eximus, Juggernaut, and Demolisher Machinist are completely unaffected. No damage popups, no movement in their hp bars, no status. Making sure the issue still occurs in the game's current version is important so that we can be sure we aren't chasing old issues. Current as of today, update 31.5.10.1. Thanks! Tagging: @Leon_Von_Comarre
  8. (Experienced in a replay of New War.) During cutscenes involving the Operator aboard the Zariman (both past and when meeting up with the Drifter), the second actor did not render in visually. In the case of meeting the Man in the Wall aboard the Zariman (Initial meeting, when it offers to shake your hand, all appearances) the Operator renders in properly, but the "clone" does not render in at all, leaving your character talking in the cutscenes to nothing at all. (Worth noting that this also occurs outside of this cutscene; in order to progress, I had to walk over to an empty corner and press to interact.) The Lotus' severed hand he offers to shake, however, did appear, which makes me think it is due to it being a failure to load the operator's look, not other assets. Similarly, when the Drifter and Operator meet for the first time aboard the Zariman, it really is quite a different tone set for the meeting when the Operator is talking to empty air, or a floating pair of chopsticks that gestures very indicatively at times at a person who is not there. Once again the second actor (in this case the Drifter) does not render in scene at all.)
  9. Hello, I encountered a bug in arbitration. I played for Sevagot, and when his Shadow died, the game hung up on me, and I couldn't do anything. It was impossible to resurrect me, and the game interface was unavailable. I hope that measures will be taken to eliminate this error
  10. SciDude

    MR 11 test bug

    Hi, I am having a bug on the MR11 test. I reached the goal on time but the test would not end, nor did it end when the timer got to zero. I had to abort to get out, which of course failed the test. Is there a work around for this bug? Thanks, SciDude
  11. Several missions I have done since Veilbreaker, have broken my control over my Warframe. It has happened 3 times (I tend to play intermittently). The first time I was on Deimos fishing. I was playing Ivara while stealthed. I had been resource gathering on Deimos for roughly 1.5 hours at that point. Since my build for ivara is maximum stealth, it would have taken more time to wait for death, than restart the game. The second time, I was playing Titania in a Sortie Defense Mission. I had revived the target, Got stuck in the noble pose, and could move around. The whole thing was reset when I died to enemy fire. The third time, I was in my Dry Dock, looking at my crew members. When I exited the menu, half of the menu was semi-visible, while the other half had me looking at my Oxylus. I could still use steam by shift tabbing. This happened as recent as an hour ago. Alt+F4 doesn't even work. This image was taken by the steam F12 function. F6 wouldn't work either.
  12. as the title says, the auto sprint setting under gameplay settings doesn't save after hitting confirm, even if it is the only thing that changed.
  13. Video The CPU stays at 100% when using directx11, even when in the ship, or on a large map. My CPU reached 75° and went into safe mode, lowering the frequency to avoid risks. After switching to directx12, I had no more problems. My computer: Ryzen 5600x 24GB RAM 3200Mhz RTX 2070 Super Game settings: Medium Default When did the error start? After Echoes of the Zariman: Hotfix 31.6.3 (Solved) Before opening the game, the GPU Preference was high performance. I left it to Windows to decide, and now I can again play with DX 11 smoothly.
  14. 资料库描述的光环效果疑似缺失或者不释放
  15. It proc everytime as host or solo, and randomly proc as client. The first proc is ok, the next are random.
  16. I finish the war within quest and I got the mail from ordis and it said it was delivered to my inventory but it didn't transfer to my inventory. I try restarting the game re-download the game even doing the quest again but I still didn't get personal quarters segment. Please fix this bug I can't be able to do the new war until this is fix
  17. It's the khora deluxe skin for kavats, I'm assuming it should work on Deimos cats too? If that's not intentional, we should be able to use it.
  18. Either this attack was meant to hurt Limbo, even though he's in the Rift plane, and it's failing to hit his health. OR This attack was not meant to hurt Limbo while he's in the Rift plane, and it's still damaging his shields. Either way, I don't think this effect is intentional.
  19. My Railjack doors to the forge won't open. Not at the Dojo, not on a mission.. The problem appeared after upgrading the "Command" module to level 9. If the Railjack is docked to the Orbitr, the doors to the forge will open.
  20. Before the recent ammo changes of update 32 the bubonico regened ammo at a rate of 16.875 ammo/second as stated in update 29.5 with the patch note "Increased ammo regen rate from 6.75 to 16.875". Since then there have been no changes to the bubonico and its ammo until update 32 where it incorrectly states in the patch notes that it had its ammo regen "Reduced from 9/s to 4.5/s" which in reality was a reduction of 16.875/s to 4.5/s. Hotfix 32.0.2 however states that the bubonico had "Returned ammo regen rate to 9/s from 4.5/s" which is still 7.875 ammo regen/second less than it was before update 32. If its intentional to keep the bubonico and its ammo regen nerfed from before update 32 then it should be stated more clearly but as it stands the nerf to the bubonico was heavier than initially stated and was not returned to its pre-update 32 state like it implies in hotfix 32.0.2.
  21. I get this bug 90% of the time now when i get into missions, or during a mission where i can't use abilities, weapons or operator, I have to abort at start of missions or during them when i am just stuck in this normal t-pose. I can only move around doing nothing, the enemies can't kill me, even tried jumping into a pit to re-spawn, not even /unstuck does not work. Please guys, i don't have any other complaints except rap tap tap scaring the sh*t out of me every time in my ship, but this bug is irritating the cr@p out of me now.
  22. Not only its extremely annoying but already made me fail a few high level missions, and no, i dont have prime sure footed yet and please don't come with bandaid solutions like using Mesa waltz as well, the difference is that she can get up, but shouldnt get knocked down as well Bug in action ↓ https://streamable.com/bj4za3
  23. A trick to playing Lavos that not many seems to know is that you can hold down 2 ability buttons simultaneously to create the compound element of the 2 selected elements for your next ability (e.g. Holding down 1 and 4 together gives you Gas, 3 and 4 for Radiation, 1 and 3 for Corrosive) without having to wait for the first input to complete. This is a pretty vital part of Lavos as it allows you to greatly improve the gameplay flow of his and is a major part of the muscle memory learning process when it comes to playing this frame with an incredibly high ceiling. Right now, this process seems to be bugged when you got a subsumed ability. As an example, one of my Lavos build has Sickening Pulse subsumed in the 2nd slot. While it makes sense that any combinations involving my 2nd should be disabled, I was quite baffled when I found out that my 1+3 combo is also bugged, where only one of the element will register even if I hold both buttons down. If I release one of the buttons then the other one will register and it forces you to wait out the time it takes for your first input to complete. After I switched back to a build with no subsumed ability, the issue persisted but functionality was gradually restored until I was able to use all combos again. Note : This is not a simulacrum-exclusive bug, I have encountered this issue in mission on my Lavos with Sickening Pulse. Would like to know if this is just a personal experience or is it a confirmed bug by having more people try it.
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