Kaggelos Posted September 1, 2020 Share Posted September 1, 2020 As the title says, I tried using Pillage and it's augment on Volt, giving up Capacitance, aaaand it doesnt work while in the Dev Workshop it clearly states that Blazing Pillage (the augment) is a viable option. I hope this is a bug/coding error, and not intended. On a side note, love the update so far ^^ Link to comment Share on other sites More sharing options...
-AoN-CanoLathra- Posted September 1, 2020 Share Posted September 1, 2020 It does exactly what it says it does: applies heat status and gives 50 shields for each enemy affected by Haven. Your Volt doesn't have Haven, does it? So why would you expect it to do anything? Link to comment Share on other sites More sharing options...
Kaggelos Posted September 1, 2020 Author Share Posted September 1, 2020 8 minutes ago, -AoN-CanoLathra- said: It does exactly what it says it does: applies heat status and gives 50 shields for each enemy affected by Haven. Your Volt doesn't have Haven, does it? So why would you expect it to do anything? Well, you're not technically wrong... But does that mean that I'll need to have a Hildryn in my team at all times? Or a Hildryn Specter? How's that good game design? Link to comment Share on other sites More sharing options...
-AoN-CanoLathra- Posted September 1, 2020 Share Posted September 1, 2020 43 minutes ago, Kaggelos said: Well, you're not technically wrong... But does that mean that I'll need to have a Hildryn in my team at all times? Or a Hildryn Specter? How's that good game design? Actually, that doesn't work either. When the Dev Workshop listed those augment mods, all it meant was that adding that ability would allow that mod to be equipped. It didn't mean that it would actually do anything once equipped. Link to comment Share on other sites More sharing options...
Kaggelos Posted September 1, 2020 Author Share Posted September 1, 2020 8 hours ago, -AoN-CanoLathra- said: Actually, that doesn't work either. When the Dev Workshop listed those augment mods, all it meant was that adding that ability would allow that mod to be equipped. It didn't mean that it would actually do anything once equipped. Such game design, much wow xD Link to comment Share on other sites More sharing options...
CoreWolf Posted September 1, 2020 Share Posted September 1, 2020 It does seem to be "functioning as intended" based on the description, but yes it does seem poor to allow mods that literally cannot work on an infused ability. The augment should either should be blocked from use or re-worked when not on the original frame. They re-worked base abilities e.g. Banish to work with Helminth so you would think these few cases with augments could be the same. There are a few others as well, can't think of them off the top of my head. Link to comment Share on other sites More sharing options...
schilds Posted September 1, 2020 Share Posted September 1, 2020 The help/tips (bottom right) in the Helminth room tell you that effects that depend on abilities that a frame doesn't have will not do anything. I was looking forward to using Blazing Pillage too :-P. Link to comment Share on other sites More sharing options...
JonnyOptimus Posted September 29, 2020 Share Posted September 29, 2020 On 2020-09-01 at 6:21 AM, CoreWolf said: It does seem to be "functioning as intended" based on the description, but yes it does seem poor to allow mods that literally cannot work on an infused ability. The augment should either should be blocked from use or re-worked when not on the original frame. They re-worked base abilities e.g. Banish to work with Helminth so you would think these few cases with augments could be the same. There are a few others as well, can't think of them off the top of my head. Agreed. Link to comment Share on other sites More sharing options...
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