Ulseth Posted February 12, 2023 Share Posted February 12, 2023 On 2022-11-10 at 12:22 PM, [DE]Purzzle said: Hiho, we just checked Zephyr Tornadoes with the Nataruk and it worked fine for us. (both for host and client) Could you share more information about your issue? Like do you have problems switching the element of the Tornadoes? (they switch to the element the absorb the most) Or do the enemies trapped in them not properly take damage? Cheers! Zephyr's tornadoes seem to just stop taking damage after your team does a total of 500,000 damage to it. Just keep shooting it with any weapon until that amount of damage is done to completely break the tornado. Link to comment Share on other sites More sharing options...
VibingCat Posted February 16, 2023 Author Share Posted February 16, 2023 Another update has been released but this bug/hidden feature still exists. When playing with specters in the steel path, tornadoes will last only a few seconds before the damage cap of 500k is reached and they stop working. I am crossing my fingers hoping that the next update or hotfix will change this. In addition, Zephyr's passive Critical Chance buff is not applied to certain projectile weapons such as Nataruk when shooting at the tornadoes. In fact, direct hits on enemies pulled by them will have higher critical tiers and will deal more damage. 3 Link to comment Share on other sites More sharing options...
VibingCat Posted February 16, 2023 Author Share Posted February 16, 2023 I really hope this will be fixed in the next update or hotfix, Zephyr is one of my favourite warframes but this problem ruins endurance runs. Notice that a single hit from a specter with Kuva Zarr will destroy her tornadoes when its level is about 250 or higher. That forces me to recast the ability again and again way before the duration expires. Please, remove their max health completely. This little change will surely not make Zephyr meta, after all. Link to comment Share on other sites More sharing options...
HeroofTime4u Posted February 18, 2023 Share Posted February 18, 2023 I just did the new Lua survival mission on the steel path with 2 Citrine's and the tornados stopped working immediately. Like I can work around having to recast sometimes, it's annoying but workable. But something about Citrine's kit meant I had to recast every 5 seconds to keep the tornados working. They weren't even doing their 1 damage ticks anymore. 3 Link to comment Share on other sites More sharing options...
VibingCat Posted February 18, 2023 Author Share Posted February 18, 2023 @HeroofTime4u Including the new warframe into this bug gives us a higher chance to be listened to by developers, I like it. Link to comment Share on other sites More sharing options...
(PSN)m3wheeling Posted February 19, 2023 Share Posted February 19, 2023 I am not sure if this is the same thing but I started this thread in the Citrine Bug Forum: 3 Link to comment Share on other sites More sharing options...
VibingCat Posted February 23, 2023 Author Share Posted February 23, 2023 This bug/unneeded feature is so annoying that another four people reported it in their own posts. 3 Link to comment Share on other sites More sharing options...
abnjb Posted April 17, 2023 Share Posted April 17, 2023 Agreed. I see no reason why this should exist if it only serves to make the game less fun. It's still not fixed, by the way. 3 Link to comment Share on other sites More sharing options...
(XBOX)xFunWithFudgex Posted May 10, 2023 Share Posted May 10, 2023 Just encountered this issue on SP survival and came here to see if it's known, evidently it has been an issue for a while. Still persists after today's hotfix, so I don't see it being fixed in the near future. 2 Link to comment Share on other sites More sharing options...
VibingCat Posted May 10, 2023 Author Share Posted May 10, 2023 3 hours ago, (XBOX)xFunWithFudgex said: Just encountered this issue on SP survival and came here to see if it's known, evidently it has been an issue for a while. Still persists after today's hotfix, so I don't see it being fixed in the near future. Feel free to create a new post to report it, let's see how many are needed for a fix. I'm not giving up. Link to comment Share on other sites More sharing options...
VibingCat Posted August 19, 2023 Author Share Posted August 19, 2023 Can we get a fix? It's been years. Tornadoes still break instantly with gas procs, heavy attacks and specters. 1 Link to comment Share on other sites More sharing options...
VibingCat Posted October 25, 2023 Author Share Posted October 25, 2023 This is still a real issue that heavily limits our gear diversity. Will it last forever? 1 Link to comment Share on other sites More sharing options...
VibingCat Posted December 20, 2023 Author Share Posted December 20, 2023 @[DE]Purzzle Hello, can I ask you guys to check this again? The problem of the tornadoes is that they stop redirecting damage after absorbing 500.000 which is very very little in certain conditions, especially when playing with specters, melee heavy attacks, and any weapons modded for gas or electricity since their procs damage the tornadoes tick after tick. It's easy to break them in one shot in many different ways with 100% reproducibility. Here is a video. 2 Link to comment Share on other sites More sharing options...
Zaghyr Posted December 21, 2023 Share Posted December 21, 2023 23 hours ago, VibingCat said: @[DE]Purzzle Hello, can I ask you guys to check this again? The problem of the tornadoes is that they stop redirecting damage after absorbing 500.000 which is very very little in certain conditions, especially when playing with specters, melee heavy attacks, and any weapons modded for gas or electricity since their procs damage the tornadoes tick after tick. It's easy to break them in one shot in many different ways with 100% reproducibility. Here is a video. Been seeing more posts regarding this issue again and I wish they would fix it. Like you said, Gas and Electric do so much combined damage that the tornadoes reach damage cap and break within seconds, Heavy Attacks can do the same thing, and with the right setup can do it in one shot. I've been trying to use Funnel Clouds as a way to do more DPS to the Fragmented One with a Melee Setup, but I deal over 500k in less than 2 seconds and the tornados break and disappear. It's starting to get really frustrating now when using Zephyr at higher tiers of content and not being able to rely on Tornados for more than a few seconds because they stop working properly after hitting their damage cap. The health it has is most likely there as a way for the tornado to know how much damage needs to be distributed, which is fine, but it CANNOT be 500k, it should realistically be like several hundred million. And if that gets fixed, they her interaction with Heavy Attacks should also be fixed. Right now the tornados do not take the Combo Multiplier into account for damage distribution when using Heavy Attacks, leading to a massive loss in damage potential. 2 Link to comment Share on other sites More sharing options...
VibingCat Posted December 21, 2023 Author Share Posted December 21, 2023 2 minutes ago, Zaghyr said: Been seeing more posts regarding this issue again and I wish they would fix it. Like you said, Gas and Electric do so much combined damage that the tornadoes reach damage cap and break within seconds, Heavy Attacks can do the same thing, and with the right setup can do it in one shot. I've been trying to use Funnel Clouds as a way to do more DPS to the Fragmented One with a Melee Setup, but I deal over 500k in less than 2 seconds and the tornados break and disappear. It's starting to get really frustrating now when using Zephyr at higher tiers of content and not being able to rely on Tornados for more than a few seconds because they stop working properly after hitting their damage cap. The health it has is most likely there as a way for the tornado to know how much damage needs to be distributed, which is fine, but it CANNOT be 500k, it should realistically be like several hundred million. And if that gets fixed, they her interaction with Heavy Attacks should also be fixed. Right now the tornados do not take the Combo Multiplier into account for damage distribution when using Heavy Attacks, leading to a massive loss in damage potential. In terms of bugs about tornadoes, I have another to mention: they're supposed to multiply the final critical damage by 2, but for Cerata's heavy attacks it's 1.9 and for Pathocyst 1.84. Unexplainable. I only did five tests, so the chances are that more weapons don't work correctly. Link to comment Share on other sites More sharing options...
_Kit_Kat_Cat_ Posted December 27, 2023 Share Posted December 27, 2023 It's really disheartening that we have to adjust our builds with this "limitation" in mind, which severely impacts Zephyr's performance on SP, where you NEED to deal numbers beyond that 500k. This means... 1) We have to go for positive over negative efficiency, since we have to re-cast the tornados over and over again. Because even with Spectrorage+Arcane Energize and thus pretty much infinite energy, having to re-cast tornado over and over after every single shot of literal Fulmin Prime simply gets tedious, annoying and frustrating... and may also lead to "unforseen consequences" when Acolytes/Thrax dudes arrive to ruin your survival run when you're not exactly ready for them - low on energy since Energize didn't proc in time and you're kinda getting low on energy after recasting tornados over and over and over and over and over and over... UGH. 2) We have to switch to weapons that would instead proc a whole lot of DoTs(viral, slash, heat, all that) that you apply via short bursts and then just *waiting a second or two* for enemies to die on their own, hovering in tornados.. instead of just holding the trigger, for more and more damage... as it would just break the 500k barrier near instantly. Ugh... Hope this gets fixed. -.- Or at least addressed/confirmed as "intended feature" - then we'd know that DE is simply trying to limit our bird's infinite power potential! 1 Link to comment Share on other sites More sharing options...
VibingCat Posted December 27, 2023 Author Share Posted December 27, 2023 1 hour ago, _Kit_Kat_Cat_ said: It's really disheartening that we have to adjust our builds with this "limitation" in mind, which severely impacts Zephyr's performance on SP, where you NEED to deal numbers beyond that 500k. This means... 1) We have to go for positive over negative efficiency, since we have to re-cast the tornados over and over again. Because even with Spectrorage+Arcane Energize and thus pretty much infinite energy, having to re-cast tornado over and over after every single shot of literal Fulmin Prime simply gets tedious, annoying and frustrating... and may also lead to "unforseen consequences" when Acolytes/Thrax dudes arrive to ruin your survival run when you're not exactly ready for them - low on energy since Energize didn't proc in time and you're kinda getting low on energy after recasting tornados over and over and over and over and over and over... UGH. 2) We have to switch to weapons that would instead proc a whole lot of DoTs(viral, slash, heat, all that) that you apply via short bursts and then just *waiting a second or two* for enemies to die on their own, hovering in tornados.. instead of just holding the trigger, for more and more damage... as it would just break the 500k barrier near instantly. Ugh... Hope this gets fixed. -.- Or at least addressed/confirmed as "intended feature" - then we'd know that DE is simply trying to limit our bird's infinite power potential! On long runs with plenty of eximus, Equilibrium and Energize are enough to meet her high energy requests with Blind Rage. Nonetheless, I'm still forced to use critical guns with Hunter Munitions and Roar because nothing else is viable in terms of damage and tornadoes not breaking. I feel limited and repetitive when choosing new weapons in her loadouts. 1 Link to comment Share on other sites More sharing options...
Nekomian Posted December 27, 2023 Share Posted December 27, 2023 They've always had issues with damage proxies like this (and even removed Hydroid's variation), so I'm not surprised this is still a problem / bug. I hope they address it some day, tornadoes is a pretty fun ability to use and it being arbitrarily limited by what I presume to be a coding implementation bug kinda sucks. 2 Link to comment Share on other sites More sharing options...
VibingCat Posted March 28 Author Share Posted March 28 Will this issue be addressed? Thank you, dear developers. Link to comment Share on other sites More sharing options...
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