Shehriazad Posted May 30, 2014 Posted May 30, 2014 (edited) First things first: A while ago I posted THIS thread here: https://forums.warframe.com/index.php?/topic/236760-quickening-energy-cost-broken/?hl=quickeningAnd I just thought that the energy cost was broken...but that is not it...especially since it doesn't happen every time. Whenever this happens I realized that my attackrate also reaches insane values that should not be possible...at the cost of an energy draw that is just not sustainable...but why?Well. It makes sense to me now... and I hope the devs/QA team will at some point be able to replicate and fix this now.In the cases where I was sped up I was a client, not a host. (Not sure if that matters)After some quick logic checks there are TWO bugs at work with this mod:A: When the bug version of Quickening activates itself, it will ignore all other energy cost multipliers. Given/taken by modsB: The bug version of quickening acts as if it was a fully ranked mod that has 10 ranks, thus raising energy cost by 220% and giving you 55% increased attackspeed in return.This means that every strike done while you channel will cost you 16 Energy.I am not entirely sure how to proc this effect...it does not seem to follow a logic as to how to replicate it...so I suggest just entering a mission a few times and trying the mod until it procs. To me it happens in 2 of 10 the missions I go to while I have this mod equipped.So yea DE....your turn. I did my job as well as I could.Edit: As far as I am concerned, similar things have been voiced ever since the release of the mod. But I guess you should check about the rank 10 thing...because that way the bug actually makes sense. Edited May 30, 2014 by Shehriazad
Shehriazad Posted May 30, 2014 Author Posted May 30, 2014 I won't let this slip just yet...I shall bump it a single time and disobey the Tenno forum code....don't burn me on a stake please. I just want to make sure that DE sees it and fixes it...the mod is so-so to begin with...but that double bug kinda kills it.
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