Dresden_ Posted July 22, 2014 Share Posted July 22, 2014 It's that time, again! Time to play the hottest new gameshow in town! Let's play "Intentional or Bug"! The rules are simple: We post about undocumented changes, and guess whether they were intentional or if they are a bug. Can it get any simpler than that? I'll start it off with a few undocumented changes. Let's see what the survey says! 1. Decreases in XP 2. Decreases in Credits 3. Unable to sell or build Arcane helmets 4. Runners always explode on death 5. Extractors can't be deployed on unlocked, but uncompleted planets Keep in mind, these aren't necessarily bugs. These very well could be [arbitrary][, detracting][, stupid] changes. Don't post things you know are bugs (EG Kubrow's 1s bleedout timer) - where's the fun in that? Link to comment Share on other sites More sharing options...
Zachhh Posted July 22, 2014 Share Posted July 22, 2014 5. Extractors can't be deployed on unlocked, but uncompleted planets Extractors have always been this way. Link to comment Share on other sites More sharing options...
Alphafox Posted July 22, 2014 Share Posted July 22, 2014 -Increased enemies damage. -Carrier getting insta gibbed by anything that breath. Link to comment Share on other sites More sharing options...
Aufheben Posted July 22, 2014 Share Posted July 22, 2014 4. Runners always explode on death question does shooting them to a wall count, where they just disintigrate instead of explode Link to comment Share on other sites More sharing options...
BIossome Posted July 22, 2014 Share Posted July 22, 2014 QT does nothing/is a waste of mod points. With Pvp out, kind makes you wonder abit. Link to comment Share on other sites More sharing options...
Dresden_ Posted July 22, 2014 Author Share Posted July 22, 2014 (edited) Extractors have always been this way. No they haven't. You could have "blue" nodes and still extract. Just couldn't have any padlocks. 4. Runners always explode on death question does shooting them to a wall count, where they just disintigrate instead of explode I think proc kills are the only time they don't explode, now. Edited July 22, 2014 by Dresden_ Link to comment Share on other sites More sharing options...
Aufheben Posted July 22, 2014 Share Posted July 22, 2014 - The elemental resist mods still exist in the state theyre currently in - Status chance mods are vastly inferior to tethra/cicero/BG Link to comment Share on other sites More sharing options...
AlfeyBoi Posted July 22, 2014 Share Posted July 22, 2014 Explosive weapons not working on enemies in Vauban's vortex. Link to comment Share on other sites More sharing options...
Alphafox Posted July 22, 2014 Share Posted July 22, 2014 Explosive weapons not working on enemies in Vauban's vortex. Must be a occasional bug. I just did ran ODD and it was working on my side. Link to comment Share on other sites More sharing options...
Dresden_ Posted July 22, 2014 Author Share Posted July 22, 2014 Explosive weapons not working on enemies in Vauban's vortex. Eh sounds like lag to me. I have no problem killing stuff in a Vortex/Bastille with explosives. Plus, even it weren't lag, that's clearly a bug and not in the spirit of the gameshow. DISQUALIFIED! Link to comment Share on other sites More sharing options...
fishworshipper Posted July 22, 2014 Share Posted July 22, 2014 (edited) Runners exploding on death IS a documented change, and they never explode when you kill them with melee. In compliance with the title: Kubrow's DNA degrades over time, while their loyalty degrades when they die (and presumably are recloned). Are the two meters switched? Or do we just have the S@^%tiest cloning machine in existence? Edited July 22, 2014 by fishworshipper Link to comment Share on other sites More sharing options...
PachTrick Posted July 22, 2014 Share Posted July 22, 2014 Extractors have always been this way. Nope sry you're wrong You could still deploy it once you had unlocked every nodes, but didn't need to complete all of them. Now you need to complete every node. I think this is intentional. Link to comment Share on other sites More sharing options...
Dresden_ Posted July 22, 2014 Author Share Posted July 22, 2014 Runners exploding on death IS a documented change, and they never explode when you kill them with melee. Quote of documented change, please? The second half of that is insanely false. I used to just run DSD on Pluto with an insanely decked out Orthos Prime. Both times I've tried since the patch, dead in the first two waves. They still blow up. Link to comment Share on other sites More sharing options...
Aufheben Posted July 22, 2014 Share Posted July 22, 2014 Quote of documented change, please? The second half of that is insanely false. I used to just run DSD on Pluto with an insanely decked out Orthos Prime. Both times I've tried since the patch, dead in the first two waves. They still blow up. Is it really that bad? Im honestly considering reinstalling just to see the absoloute mess the infested are now Last I remember things that fire bolts or arrows didnt cause them to blow up depending on what elements you had on them I believe Link to comment Share on other sites More sharing options...
fishworshipper Posted July 22, 2014 Share Posted July 22, 2014 Quote of documented change, please? The second half of that is insanely false. I used to just run DSD on Pluto with an insanely decked out Orthos Prime. Both times I've tried since the patch, dead in the first two waves. They still blow up. Suicide Runners will no longer explode on death if killed by melee. The death explosion causes stagger, and damage scales up with their level. Also, it might just be that I'm a ye olde veterene, but as far as I recall Runners have ALWAYS exploded when shot by a bullet. Link to comment Share on other sites More sharing options...
Nitresco Posted July 22, 2014 Share Posted July 22, 2014 Is it really that bad? Im honestly considering reinstalling just to see the absoloute mess the infested are now Last I remember things that fire bolts or arrows didnt cause them to blow up depending on what elements you had on them I believe Oh, you'll hate them now. Ancients give some nasty buffs to nearby infested now. Especially Toxic. Euuugh. Link to comment Share on other sites More sharing options...
Noioiy Posted July 22, 2014 Share Posted July 22, 2014 - Dual Ichors dealing 'all kinds of procs' at the end of combo animation That is, cold, fire, toxic, electric and all the combo elemental. Link to comment Share on other sites More sharing options...
Yazeth Posted July 22, 2014 Share Posted July 22, 2014 Love seeing the Infested get buffed. They use to be too easy to handle. They even buffed Crawlers by making them move faster, which I thought was a must. I can't wait to see Juggernaut. Link to comment Share on other sites More sharing options...
Alphafox Posted July 22, 2014 Share Posted July 22, 2014 Mirage clone dealing every kind of elemental damage. Link to comment Share on other sites More sharing options...
HitPointPredator Posted July 22, 2014 Share Posted July 22, 2014 - Ogris and Penta having 500 spare ammo.. STILL. Link to comment Share on other sites More sharing options...
PachTrick Posted July 22, 2014 Share Posted July 22, 2014 - Ogris and Penta having 500 spare ammo.. STILL. I don't really care about whis, even if they use sniper ammo, they will still be very ammo efficient, it's really not a matter. Link to comment Share on other sites More sharing options...
Z3ROWOLFHD Posted July 22, 2014 Share Posted July 22, 2014 I definitely feel betrayed. XP has almost certainly been nerfed. It was so easy to get something to level 10 now it takes forever to get it a few levels. All they talk about is lessening the grind, and after(with?) this whole PWE fiasco, all I feel is betrayal. Link to comment Share on other sites More sharing options...
Kilobotto Posted July 22, 2014 Share Posted July 22, 2014 Kubrows have way too large of an attack radius Link to comment Share on other sites More sharing options...
ImortalTJones Posted July 22, 2014 Share Posted July 22, 2014 (edited) -increased damage from mobs, mainly all infested...trying to melee a lvl 20+ small group of infested without CC? Forget it. 3 chargers will kill even fully armored valkyr in sheer seconds.and the big one, -What happened to wall-jump/spring velocity?.........thats a huge nerf to the enjoyment of parkour in warframe for me, it's hard to believe the DE would do this intentionally as it feels like it takes away from what warframe is suppose to be.Wall sling-shot was reported by rebecca that its a bug Edited July 23, 2014 by ImortalTJones Link to comment Share on other sites More sharing options...
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