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Amalgam Furax Body Count


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Dear DE,


Amalgam Furax Body Count is intended to add value to the underused Furrax by enabling ground finishers, as well as offering some very brief cc.

As it didn't push any blast damage, only the proc, it was already under-powered but, now that Blast has been changed, it offers no synergy and little value as an augment.

Can you please fix this by changing its effect to direct Knockdown and compensate for the fact that Conditional_Overload will only get one proc from it, rather than Blast&Knockdown, by finally giving it the damage it needed before and buffing the radius effect.

Additionally, to maintain it's value, it should have the list of weapons it can buff extended to all AOE weapons, like Firestorm.

 

 

Thank you for reading this and for you efforts to improve the game further.

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Was just about to make a note that Amalgam Furax is still bugged, but I am not the only one! I've been using this mod to improve Ferrox's radius for almost as long as its existence (great Defence/MD tool, locks down one or two entry points!), and losing a good chunk of Furax's power to the Status rework, uh, sucks a lot. Been this way for a long time now so eventually you get used to it, I sometimes forget Furax should have AoE KD, but a fix would be nice still 🙂

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  • 1 month later...

The mods full name is Amalgam Furax Body Count.

This is the mod description:

+15 Seconds Combo Duration

+20% Blast Radius on Specialised Launchers

_____________________________________________________

Melee Kills Knockdown Enemies Within 15m

 

The Reason & What Doesn't Work With This Mod:

Both the combo duration and blast radius work as intended.

The way the melee knockdowns work is that enemies within 15m & in line of sight of the target you killed are given a blast proc. You see the issue?

Blast procs no longer cause knockdowns (they now lower enemy accuracy) this means that the knockdown part of this mod doesn't work as the mod itself says anymore.

Ideas For a Fix:

1. Change the description to "Melee Kills Lower Enemy Accuracy Within 15m" and make the enemies in range receive a blast proc with 5 or 10 stacks.

Like other status effects blast can stack up to 10. the first proc lowers the targets accuracy by 30% and then each added stack lowers it by a further 5% (capped at 10 stacks). So 5 stacks = 50% lower accuracy and 10 stacks = 75% lower accuracy. This isn't a very powerful status effect so it makes sense too at least afflict enemies with 5 stacks or 10 stacks because of that fact.

2. Fix it to work as intended.

Nothing to add here. It hasn't been working since the status changes we got about 6 months ago. 

 

 

 

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I like to use the furax wraith, and I like the amalgam mod for them, but it's really unfortunate that a part of it doesn't work. What ends up happening is that enemies will just take 0 blast damage, and they won't actually get knocked over, even if they are in the knockdown range

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  • 2 weeks later...
  • 2 weeks later...

This has been an issue since Melee 3.0 dropped, and I am beyond frustrated that it hasn't been addressed.

Previously the effect would work fine, as Blast procs (even if dealing 0 damage) would knock the enemies down with no issue. However the change to Blast procs with Melee 3.0 has absolutely gutted this mod and its potential.

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The mods full name is Amalgam Furax Body Count.

This is the mod description:

+15 Seconds Combo Duration

+20% Blast Radius on Specialised Launchers

_____________________________________________________

Melee Kills Knockdown Enemies Within 15m

 

The Reason & What Doesn't Work With This Mod:

Both the combo duration and blast radius work as intended.

The way the melee knockdowns work is that enemies within 15m & in line of sight of the target you killed are given a blast proc. You see the issue?

Blast procs no longer cause knockdowns (they now lower enemy accuracy) this means that the knockdown part of this mod doesn't work as the mod itself says anymore.

Ideas For a Fix:

1. Change the description to "Melee Kills Lower Enemy Accuracy Within 15m" and make the enemies in range receive a blast proc with 5 or 10 stacks.

Like other status effects blast can stack up to 10. the first proc lowers the targets accuracy by 30% and then each added stack lowers it by a further 5% (capped at 10 stacks). So 5 stacks = 50% lower accuracy and 10 stacks = 75% lower accuracy. This isn't a very powerful status effect so it makes sense too at least afflict enemies with 5 stacks or 10 stacks because of that fact.

2. Fix it to work as intended.

Nothing to add here. It hasn't been working since the status changes we got about 6 months ago. 

 

The Core of The Issue:

Ever since the status re-work any knockdowns utilising blast procs to do the actual knockdown just don't work.

This is like when they gave Archwing blink and forgot about the New War Quest where there is a part that you have to through lazers hiding behind a Grineer ship to avoid them. Now you can blink through them and it kinda breaks that part of the quest.

The problem is that even when DE do a good update or change something they don't seem to remember about other systems that require the original version to function. In order to avoid this in the future DE needs to make sure that they check other systems first (this is honestly developer 101 "remember what you developed and the systems you have created before changing something").    

Edited by MrHBN
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  • 2 weeks later...

Amalgam Furax Body Count is supposed to knock down nearby targets (15 meters) when you kill an enemy with the weapon in question.

Apparently, the way it did this was simply by proc-ing blast on all the affected enemies, because now, all it does is give them the little blast sparkle on their faces, which I guess does something? Supposedly? (DE, why did you nerf what was already a mediocre damage type this way? But that's for another topic.)

Anyway, I hope DE actually fixes this instead of changing the mod to say "Melee kills reduce the accuracy of enemies within 15m" because that would be really lame.

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Amalgam furax body count hasn't been functioning properly since the status rework since it just used blast procs to knock down the enemies around you, which now just lower the accuracy of enemies instead. Maybe even inflicting them with the lifted status would be an alright alternative if there isn't an easy way to have them apply knockdown on kill, but the extra fun factor and CC bonus has been greatly missed from what are my favorite melee weapons.

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DE never listened to the several (if not many) suggestions for Blast to be changed. The one change that made sense is to swap Blast and Impact procs so that Impact procs would lower accuracy and Blast would stagger enemies to the point of opening them to finishers. It would make both procs relative to how they’re implemented too, since it would make Impact procs less annoying on IPS gunfire and melee, and staggering/opening enemies to finishers would be an opt-in elemental combo players can mod for (and Blast weapons would appreciate the knockback/stagger that it used to have).

Being that as it may, since the status overhaul they never followed up with it. And I doubt they intend to change it, nor do they care.

All the feedback to make adjustments to both Blast and Impact is falling on deaf ears. 

Edited by (PSN)Lei-Lei_23
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10 minutes ago, (PSN)Lei-Lei_23 said:

DE never listened to the several (if not many) suggestions for Blast to be changed. The one change that made sense is to swap Blast and Impact procs so that Impact procs would lower accuracy and Blast would stagger enemies to the point of opening them to finishers. It would make both procs relative to how they’re implemented too, since it would make Impact procs less annoying on IPS gunfire and melee, and staggering/opening enemies to finishers would be an opt-in elemental combo players can mod for (and Blast weapons would appreciate the knockback/stagger that it used to have).

Being that as it may, since the status overhaul they never followed up with it. And I doubt they intend to change it, nor do they care.

All the feedback to make adjustments to both Blast and Impact is falling on deaf ears. 

I know they wont change a whole damage proc to fix it, I meant more so change how it was knocking them down away from blast so that it works again without having to change blast back as a whole.

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I'm getting real tired of asking when DE is going to fix this mod passive/proc/effect.
It's been broken since Melee 3.0 was introduced and it makes me sadder every day that it's ignored; considering that many, MANY players have no issue with reporting this issue, I'm going to link every single one I can find below. @[DE]Rebecca @[DE]MeganThis has gone on too long, and I've been gathering bugs and bug requests for months now.

I think this lack of action is reason enough to consolidate this and make it into a list.
I'm so tired of these long-time bugs being ignored, please start looking for those situations that are basically begging for attention.

I'm tired of highlighting BS issues like this. Please fix this and consider those issues around it when making such sweeping changes.

 

This is without mentioning any of the hundreds of mentions from those in update threads, on top of the given "feedback" that appears to have been ignored for so long.

 

Also please move this to somewhere in https://forums.warframe.com/forum/11-pc-bugs/ if that's a more accurate section.
But, I believe this is perfectly correct.

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On 2021-01-19 at 8:50 AM, iPathos said:

This is without mentioning any of the hundreds of mentions from those in update threads, on top of the given "feedback" that appears to have been ignored for so long.

Thanks for sharing. I really enjoyed using Amalgam Furax Body Count for the knockdown. There is also a Augment for Nova's Null star that was intended on release to knock over enemies with a blast proc. It doesn't explicitly say on the mod that it is supposed to cause a knockdown but the knockdown was caused from the old blast proc, like Amalgam Furax Body Count. It was the one of the main reasons to use the mod. Plus way back I remember DE in a devstream saying that it was intended to knockdown enemies when they showed it off for the first time.  

Edited by MrHBN
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