Rahlgrim Posted November 2, 2023 Share Posted November 2, 2023 (edited) Thanks for the update! I want to add here that the Operator Void Blast/Auto Melee bug is still out here ruining Zariman Bounty and Eidolon runs, daily. Operator pops out, gets stuck in a Void Blast spam until you die (if you're lucky)! Edited November 2, 2023 by Rahlgrim 2 Link to comment Share on other sites More sharing options...
El_Croto Posted November 2, 2023 Share Posted November 2, 2023 hace 1 hora, [DE]Danielle dijo: Contagious Bond: Enemies inflicted by damage over time Status Effects will now spread 50% of the tick damage when killed to other enemies. Prior to this change, damage over time procs would only tick 1 damage on enemies it spread to. Now, it’ll apply 50% (at max rank) of the tick damage originating from the killed enemy. Thanks for the fix but it seems to not work properly, the first couple enemies the companion kills will spreads the status but after a point it just does not work. I went with my chesa to a survival watching him kill like 20+ enemies and no status spread at all (where te firsts ones he killed spread the 10+ slash procs properly). Tried it a few times and it's the same outcome at different number of kills. 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted November 2, 2023 Share Posted November 2, 2023 1 hour ago, [DE]Danielle said: 33 minutes ago, crazywolfpusher said: Bug: Lethal Levitation from the Naramon school is not applying the weapon damage bonus to Warframe weapons. Tested it with Skana Prisma unmodded. Just to add some detail to this: it does apply a bonus to ranged weapons but not to melee, despite not specifying a weapon type. If that's the intent, and it's just the description is wrong... that's pretty ironic for the so-called melee school. Since we're on the subject, I have some feedback on this too: the trigger condition is pretty annoying. Lifted status gets negated by any tiny bit of damage, some units are immune to it, and some units seem to be temporarily immune while they're under the effect of other CC. 4 Link to comment Share on other sites More sharing options...
KitMeHarder Posted November 2, 2023 Share Posted November 2, 2023 2 hours ago, [DE]Danielle said: Contagious Bond: Enemies inflicted by damage over time Status Effects will now spread 50% of the tick damage when killed to other enemies. Thanks for the fix! But the mod seems to break after a few triggers and doesn't spread status at all, let alone 1 damage ones. 2 Link to comment Share on other sites More sharing options...
Duality52 Posted November 2, 2023 Share Posted November 2, 2023 2 hours ago, [DE]Danielle said: Fixed MOA Companions permanently dying if they were ragdolled a certain way. On the topics of MOA Companions, the emotion module animations are hindering their combat effectiveness. This causes them to perform unnecessarily long animations upon certain feats that does nothing other than making your MOA a sitting duck. Think of you as a player performing a Narta Emote every time you kill a single enemy no matter who it is or upon seeing an enemy. That's what it feels like as a MOA Companion ever since Fortuna's launch (Nov. 2018). The Emotion Modules could still be limited as a cosmetic change, but limit the lengthy animations elsewhere or change them to not be a cosmetic. Rather, have them imbue buffs to allies/debuffs to enemies depending on the type of Module. This in turn will have to make them craftable from Legs. Link to comment Share on other sites More sharing options...
Ultima_Advanced Posted November 2, 2023 Share Posted November 2, 2023 THANK YOU!! I can finally use my favorite Warframe/Weapon combination without worrying about self-damage! Link to comment Share on other sites More sharing options...
Drex83 Posted November 2, 2023 Share Posted November 2, 2023 Since we're on the topic of pet changes lately and now is the time to ask, I don't suppose there's any chance you guys could take a look at the Hard Engage mod for moas? It changes their primary attack to melee (and then the gun barely gets used.) It's amusing watching moas try to kickbox things to death, but unfortunately the scaling is really bad so on any mob over level 35-40 it pales in function very badly. Also it overrides times that would have been shots from the equipped gun most of the time so the sentinel weapon they're using doesn't really make up for it as an exchange. I think this mod could be really cool paired with the bond that strips 15% armor on melee, but since the base damage doesn't scale well it's a hard call to ever use it but it's a fun mod when it's working, it just doesn't really work outside of low level scenarios. Link to comment Share on other sites More sharing options...
Tiltskillet Posted November 2, 2023 Share Posted November 2, 2023 4 minutes ago, Drex83 said: I think this mod could be really cool paired with the bond that strips 15% armor on melee, Aznvasions has a fun looking build for this here: https://youtu.be/BD7JoqxxtKg?si=uFtrF3F1jH7RMbTW&t=394 Link to comment Share on other sites More sharing options...
Obnyr Posted November 2, 2023 Share Posted November 2, 2023 Please do something about that Link to comment Share on other sites More sharing options...
FacuNeko Posted November 2, 2023 Share Posted November 2, 2023 suggestion to make duplex bond clone every 3 abilities instead of 100 energy spent, and change with efficiency so a build with 150 efficiency needs 6-5 cast of abilities to avoid cheesing this would solve lavos and hildryn exclusion from having fun(since this mod is more fun than meta) and would reduce the dependecy of its other function(energy orbs when the clones kills), since it's energy restoration highly decays compared to energy required Link to comment Share on other sites More sharing options...
FacuNeko Posted November 2, 2023 Share Posted November 2, 2023 hace 10 minutos, FacuNeko dijo: suggestion to make duplex bond clone every 3 abilities instead of 100 energy spent, and change with efficiency so a build with 150 efficiency needs 6-5 cast of abilities to avoid cheesing this would solve lavos and hildryn exclusion from having fun(since this mod is more fun than meta) and would reduce the dependecy of its other function(energy orbs when the clones kills), since it's energy restoration highly decays compared to energy required more important than that, i almost forgot, beast type companions have more problems that robotic counterpart that can build their weapons separately, i better suggest change the clone limit for robots to 2 clones, or beast limit to 4 clones Link to comment Share on other sites More sharing options...
Crabotex Posted November 2, 2023 Share Posted November 2, 2023 Please fix fur patterns on Vasca Body(Maned body) and Look bugs in Smeeta/Adarza with Vasca Head(Naberus Head) and Vasca Body(Maned Body) tysm 1 Link to comment Share on other sites More sharing options...
[DE]Taylor Posted November 2, 2023 Share Posted November 2, 2023 2 hours ago, Tempestria said: Voruna's direct hit with Ulfrun's descent no longer counts as a melee kill, which stops it from triggering arcanes, idk if this was initially intended or if it's a bug, but it would be nice if it was returned. Poor Voruna can't catch a break, The team is invesigating now, and I'll add this to the known-issues list! 11 Link to comment Share on other sites More sharing options...
Cryssoberyl Posted November 2, 2023 Share Posted November 2, 2023 Zephyr Tornadoes are still not outputting their ability damage. 1 Link to comment Share on other sites More sharing options...
Bunni Posted November 2, 2023 Share Posted November 2, 2023 I keep getting stuck in auto heavy melee and operator void blast spam, can we get a toggle for auto melee in the meantime? I don't need auto melee and it keeps bugging me out during Eidolon hunts 3 Link to comment Share on other sites More sharing options...
BrendanatorX Posted November 2, 2023 Share Posted November 2, 2023 (edited) There are currently a number of bugs while using the Merulina ability, such as mods (like hydraulic/galvanized scope) not applying their buffs, falling through elevator platforms, occulysts treating you as invisible, door controls on the Zariman not taking damage from guns or abilities while riding Merulina and apparently a broken ui element for picking up voidplumes and how many you've found but only while on Merulina? Edited November 2, 2023 by BrendanatorX Clarity Link to comment Share on other sites More sharing options...
Grimmpup Posted November 2, 2023 Share Posted November 2, 2023 Can we please get a fix for zylok's incarnon mode explosions not being affected by multishot? It's been a problem since the evolution came out but it's still broken to the point of being unusable six months later and after its prime released... 2 Link to comment Share on other sites More sharing options...
Tiltskillet Posted November 2, 2023 Share Posted November 2, 2023 13 minutes ago, Grimmpup said: Can we please get a fix for zylok's incarnon mode explosions not being affected by multishot? It's been a problem since the evolution came out but it's still broken to the point of being unusable six months later and after its prime released... Not saying this shouldn't be fixed, but it's a mechanical issue with all hitscan radial damage instances: So, as Rainy said... Ambassador alt-fire explosion. Mausolon explosions on both main and alt-fire. Trumna main-fire explosion. Battacor alt-fire explosion. Ferrox main-fire explosion. Tenet Ferrox main-fire explosion. Opticor Vandal explosion (likely Opticor too). Braton Incarnon explosion. Burston Incarnon explosion. Zylok Incarnon explosion. Regular Opticor explosion has been confirmed as well. 7 Link to comment Share on other sites More sharing options...
Grimmpup Posted November 2, 2023 Share Posted November 2, 2023 5 minutes ago, Tiltskillet said: Not saying this shouldn't be fixed, but it's a mechanical issue with all hitscan radial damage instances: So, as Rainy said... Ambassador alt-fire explosion. Mausolon explosions on both main and alt-fire. Trumna main-fire explosion. Battacor alt-fire explosion. Ferrox main-fire explosion. Tenet Ferrox main-fire explosion. Opticor Vandal explosion (likely Opticor too). Braton Incarnon explosion. Burston Incarnon explosion. Zylok Incarnon explosion. Regular Opticor explosion has been confirmed as well. Damn, didn't realize that so many other weapons were having this problem... The Trumna is one of my absolute favorites and was tinkering with Opticor and Ferrox builds recently, so I'm really hoping that this is something that gets looked at soon and given the care that it needs ;; 1 Link to comment Share on other sites More sharing options...
Hexerin Posted November 2, 2023 Share Posted November 2, 2023 3 hours ago, [DE]Taylor said: Poor Voruna can't catch a break, The team is invesigating now, and I'll add this to the known-issues list! Why is it that only Voruna issues get responses? 6 Link to comment Share on other sites More sharing options...
Ghastly-Ghoul Posted November 3, 2023 Share Posted November 3, 2023 3 hours ago, Hexerin said: Why is it that only Voruna issues get responses? Because they need to get her right before focusing on other frames. She’s been in a pretty bad state since her release. 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted November 3, 2023 Share Posted November 3, 2023 14 minutes ago, Ghastly-Ghoul said: Because they need to get her right before focusing on other frames. Caliban: Hey, that's a concept. 1 Link to comment Share on other sites More sharing options...
Skoomaseller Posted November 3, 2023 Share Posted November 3, 2023 4 hours ago, Tiltskillet said: Not saying this shouldn't be fixed, but it's a mechanical issue with all hitscan radial damage instances: So, as Rainy said... Ambassador alt-fire explosion. Mausolon explosions on both main and alt-fire. Trumna main-fire explosion. Battacor alt-fire explosion. Ferrox main-fire explosion. Tenet Ferrox main-fire explosion. Opticor Vandal explosion (likely Opticor too). Braton Incarnon explosion. Burston Incarnon explosion. Zylok Incarnon explosion. Regular Opticor explosion has been confirmed as well. interesting to know that trumna altfire doesn't benefit from ms... it hits like a goddamn freight train that I didn't even notice lmao 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted November 3, 2023 Share Posted November 3, 2023 52 minutes ago, Skoomaseller said: interesting to know that trumna altfire doesn't benefit from ms... it hits like a goddamn freight train that I didn't even notice lmao It's the Trumna regular fire explosion, not the grenade. Although there are some other examples on the list that are hilarious to imagine with working multishot. 3 Link to comment Share on other sites More sharing options...
Dreadlox Posted November 3, 2023 Share Posted November 3, 2023 Btw The Flox syandana is still bugged :D like its been 4 years now without fix. We do we buy skins, if they won't work or get messed up without fixes? 1 Link to comment Share on other sites More sharing options...
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