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Broken Syndicate Mods Thread!


Somedude1000
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Hello all!

 

Recently I have been seeing a few threads about certain syndicate mods currently not working, in order to keep people updated on which syndicate mods / augments do not work, I have made this thread to compile them and their issues, and to keep you guys updated in case there are changes to the mods. 

 

I will update the list with more mods that do not work once I get and test them, but I encourage you guys to take part and let me know if there are other "broken" mods,

 

URGENT; This list is in no way 100% accurate, I rely on you guys to help me compile this, error is likely in some of these augment notes, though we strive to avoid this is possible, I update as often as I can, but I am not online the whole day, and therefore cannot always fix / update any mistakes at times

Last Updated ; 15 /1 /2015

 

WEAPON AUGMENTS

 

1. Mod name : Toxic Blight

Syndicate : Red Veil

Weapon : Mire

Problem : +100% toxic damage either does not work or damage value is not displayed when modding

Status : Fixed ~15.6.0

Source : Via my own testing

 

2. Mod name : Bright Purity

Syndicate : New Loka

Weapon : Skana (Prime)

Problem : +100% Melee dmg value is not displayed when modding

Status : Fixed ~15.6.0

Source : Via my own testing

 

3. Mod name : Justice Blades 

Syndicate : Steel Meridian

Weapon : Dual Cleavers

Problem : +100% Melee dmg either does not work or value is not displayed when modding

Status : Fixed ~15.6.0 (geninrising's Fix confirmation)

Source : Hollow118's post

 

4. Mod name : Entropy Burst 

Syndicate : Cephalon Suda

Weapon : Supra

Problem : Additional Status chance does not consider 20% base status, but rater is multiplicative of base status without augment

Status : Not fixed - As of 15.6, status still multiplies from supras base status as opposed to base status + entropy burst bonus 

Source : xyLoneZ's post

 

5. Mod name : Entropy Spike 

Syndicate : Cephalon Suda

Weapon : Bolto

Problem : Explosions deal 0 damage

Status : Fixed ~15.6.0 (Judqment8's Fix confirmation)

Source : AstroBoy_DE's response


_______________________________________________________________________________________________________
 
WARFRAME AUGMENTS
 
 

1. Mod name : Greedy Pull 

Syndicate : Perrin Sequence / New Loka

Warframe : Mag (Prime)

Problem : Does not work for clients

Status : Not fixed - As of 15.10, despite being patched, Greedy pull still does not work for clients, only range was increased with the patch Jax_Cavalera's reference

Source : AdFinitum's postDarkix's post

 

2. Mod name : Savage Silence (Requires Testing)

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Banshee

Problem : Finisher damage not being applied even after fix

Status :  Awaiting confirmation

Source :Tigrexian's post
 

3. Mod name : Resonance 

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Banshee

Problem : Does not work Possibly may not work for clients (Jeht's Fix confirmation)

Status : Fixed ~15.6.0 (ebya's fix confirmation

Source : Gazie's thread / xyLoneZ's post

 

4. Mod name : Pacifying Bolt 

Syndicate : Arbiters of Hexis / New Loka

Warframe : Nyx (Prime)

Problem : Pacifying bolts do not always stun enemies

Status : Fixed ~15.6.0 Nobunigun's Fix confirmation

Source : Man_In_Suitcase's post >
 
5. Mod name : Muzzle Flash (Needs confirmation)

Syndicate : Red Veil / Steel Meridian

Warframe : Mesa

Problem : Not affected by range mods

Status : Awaiting confirmation

SourceIshki88's post 
 
6. Mod name : Irradiating Disarm (Requires Testing)

Syndicate : Red Veil / Arbiters of Hexis

Warframe : Loki (Prime)

Problem :  Possibly working only for hosts

PSA > Irradiating Disarm currently causes hives in Hive missions to become invulnerable

Status : Awaiting confirmation

 
 
7. Mod name : Swing Line 

Syndicate : Perrin Sequence / New Loka

Warframe : Valkyr

Problem : Does not work after hitting a wall or ceiling

Status : Not fixed

Source : Naftal's post 
 
8. Mod name : Repelling Bastille

Syndicate : Perrin Sequence / Cephalon Suda

Warframe : Vauban

Problem : Randomly allows enemies through after filling (*sub-notice > bounce sound effect seems inaudible when using repelling bastille as client)

Status : Not fixed

 
8. Mod name : Tesla Link

Syndicate : Perrin Sequence / Cephalon Suda

Warframe : Vauban

Problem : Teslas do not appear link for clients, potentially more thann 4 links between teslas

Status : Not fixed

Source : my and Samura1Kitten's testing
 
10. Mod name : Fire Fright

Syndicate : Steel Meridian / Red Veil

Warframe : Ember (Prime)

Problem : Does not guarantee panic proc when maxed as advertised in patch notes

Status : Not fixed

Source : geninrising's post
 
11. Mod name : Shock Trooper

Syndicate : Arbiters of Hexis / Red Veil

Warframe : Volt

Problem : Does not buff allies

Status : Not fixed

Source : skRose's post
 
12. Mod name : Despoil 

Syndicate : Perrin Sequence / Red Veil

Warframe : Nekros

Problem : Does not calculate efficiency as client

Status : Fixed Otenko's fix confirmation

Source : geninrising's post
*Note; Death without being revived by a teammate causes efficiency to be counted as intended
 
13. Mod name : Shield Transference

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Mag

Problem : Does not shield sprinting / sliding / knocked down players 

Status : Fixed ~15.11.0

Source : TDS0Spoderman's post
 
14. Mod name : Hallowed Eruption

Syndicate : New Loka / Steel Meridian

Warframe : Oberon

Problem : Does not cause explosion as both host and client

Status : Fixed geninrising's Fix confirmation

Source : geninrising's post
 
15. Mod name : Total Eclipse

Syndicate : Arbiters of Hexis / Cephalon Suda

Warframe : Mirage

Problem : Does not show mirage's personal damage buff

Status : Not fixed

Source : geninrising's post
 
_______________________________________________________________________________________________________
 
Notes;
 
*Please note that mods like stinging truth on the Viper and Winds of purity on the Furis intentionally do not work with their Dual counterparts
*Augment mods and syndicate weapons no longer self -revive you
*A response by a dev team member has been posted, suggesting these mods will be fixed in tomorrows (12/12/2014) update > Mods that were supposed to be affected by this will  be captioned "Requires Testing" until fix confirmation
*Fixed mods will have their status changed to "Fixed" once it can be confirmed they work as intended or "In progress" if there has been additional information on them from a dev
*Some mods may require additional confirmation, those mods will have "Needs confirmationlisted next to their names and  their statuses will be listed as "Awaiting confirmation"until it can be made absolutely sure they have a problem. "Awaiting confirmation" may also be used to list statuses of mods that require testing
*Reporting a bug means you will be qouted as a Source for reference, I will link to your post as a source, I'm counting on you guys to be responsible and honest when reporting!
*If you encounter a bug and have no idea where it goes, i encourage you to post it in Crackle2012's Shiny Bug Thread 
 
 
_______________________________________________________________________________________________________

 

DAILY SUMMARIES

 

15/12/2014

  • More clarification for Repelling Bastille added
  • PSA added for Irradiating Disarm
  • Added links to The Oddball Bugs thread 

 

16/12/2014

  • Added Fire Fright
  • Added notice that self resurrection is no longer possible

 

17/12/2014

  • Clarification and status changes for Resonance
  • Multiple "requires testing abilities now have their status changed to "Awaiting confirmation"

 

18/12/2014

  • Entropy Spike now confirmed to be fixed
  • Justice Blades now confirmed to be fixed
  • Added sub notice to Repelling Bastille

 

19/12/2014

  • Resonance now confirmed to be fixed
  • Added Tesla Link

 

27/12/2014

  • Added Shock Trooper

 

31/12/2014

  • Added Despoil
  • Added Shield Transference

 

13/1/2015

  • Added Hallowed Eruption

 

15/1/2015

  • Added Requires Testing for both Despoil and Irradiating Disarm
  • Added urgent general notice

 

16/1/2015

 

21/1/2015

  • Despoil now confirmed to be fixed

 

24/1/2015

  • Total Eclipse added to the list

 

1/2/2015

  • Shield Transference now confirmed to be fixed

 

11/2/2015

  • Hallowed Eruption now confirmed to be fixed

 

_______________________________________________________________________________________________________
 

Edits;

 

Edit 1; Added Entropy Spike to list

Edit 2; Removed Entropy Spike (Thx to Tveoh) Reverted, the explosion works, but there is no damage

Edit 3; Added Justice Blades to list(Thx to Hollow118)

Edit 4; Clarification on Bright Purity added (Thx to Misanthroplonker)

Edit 5; Added Entropy Burst to list(Thx to xyLoneZ / MrNonApplicable)

Edit 6; Added Greedy Pull to list (Thx to Darkix / AdFinitum)

Edit 7; Added clarification for Winds of Purity and Stinging Truth mods

Edit 8; Added dev response citation to main post

Edit 9; Added clarification on status change of fixed mods

Edit 10; Added Savage Silence to list (Thx to Tigrexian)

Edit 11; Added Pacifying Bolts to list (Thx to Man_in_Suitcase)

Edit 12; Separated syndicate weapons and warframe augments

Edit 13; Corrected grammatical mistakes

Edit 14; Added notes 

Edit 15; Entropy Spike status revised and clarified

Edit 16; Edited introduction

Edit 17; Added Resonance

Edit 18; Added "Needs Confirmation" notice

Edit 19; Justice Blades currently needs confirmation

Edit 20; Added Sources and posts relating to confirmation for reference

Edit 21; Added Jet Stream (Thx to Larcetosus)

Edit 22; Added Muzzle Flash (Thx to Ishki88)

Edit 23; "Awaiting confirmation" status added

Edit 24; Toxic Blight and Bright Purity confirmed to be fixed

Edit 25; Added requires testing captions for mods meant to be affected by 15.6 changes

Edit 26; Confirmed that Resonance is not working

Edit 27; Added Repelling Bastille (Thx to Hawk197)

Edit 28; Added Irradiating Disarm (Thx to maj.death)

Edit 29; Added Iron Shrapnel (Thx to CenSilver)

Edit 30; Removed Iron Shrapnel

Edit 31; Clarification added for Jet StreamIrradiating Disarm and Repelling Bastille

Edit 32; Added Swing Line

Edit 33; Pacifying Bolts now confirmed to be fixed

Edit 34; Clarification added for Repelling Bastille

Edit 35; Jet Stream removed as it works as intended

Edit 36; Repelling Bastille removed as it works as intended   (Reverted, Repelling Bastille has now been updated to reflect this)

Edit 37; Added Irradiating Disarm PSA at request

Edit 38; Added a link to The Oddball bugs thread

Edit 39; Added Fire Fright

Edit 40; Added clarification in notes that self resurrection is no longer possible

Edit 41; Added clarification to Resonance

Edit 42; Updated statuses of multiple mods to awaiting confirmation

Edit 43; Entropy Spike now confirmed to be fixed

Edit 44; Justice Blades now confirmed to be fixed

Edit 45; Added sub notice to Repelling Bastille

Edit 46; Resonance now confirmed to be fixed

Edit 47; Added Tesla Link

Edit 47; Edited misnamed mod

Edit 48; Added Shock Trooper (Thx to skRose)

Edit 49; Added Despoil (Thx to geninrising)

Edit 50; Added Shield Transference (Thx to TKS0Spoderman)

Edit 51; Added Hallowed Eruption (Thx to geninrising)

Edit 52; Added note to Despoil (Thx to ebya)

Edit 53; Despoil and Irradiating Disarm now updated to reflect that they require testing

Edit 54; General notice provided to prevent confusion on how accurate the list may be

Edit 55; New link to Crackle2012's Shiny bug thread 030 added

Edit 56; Greedy Pull still does not work for clients, though it's range has been extended

Edit 57; Despoil now confirmed to be fixed

Edit 58; Added Total Eclipse (Thx to geninrising)

Edit 59; Shield Transference  now confirmed to be fixed

Edit 60; Hallowed Eruption now confirmed to be fixed

 

 

_______________________________________________________________________________________________________

 

Status;

 

Because I live in  the (Kuala Lumpur / Singapore) timezone, I won't be able to update at some times during the day / night, as I will be asleep, additionally, I sometimes may not be able to update on Thursdays as I will be at chemotherapy sessions

 

We're currently OFFLINE and not updating! 

Edited by Somedude1000
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Honestly this thread may not get stickied due to it sounding like bad press. Although in the grand scheme of things I think posts like this are completely necessary. Thus far this is the only thread that actually compiles any bug testing which is what I thought the beta states of the game were for.

 

As an aside I have made it a point to ask community moderators to move this to Bug reporting as I figure that department would be the ones to sort these out and ensure they are handled properly. I don't know if that was the correct idea or not but this whole thread screams FIX ME!!!!!!!!!

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Honestly this thread may not get stickied due to it sounding like bad press. Although in the grand scheme of things I think posts like this are completely necessary. Thus far this is the only thread that actually compiles any bug testing which is what I thought the beta states of the game were for.

 

As an aside I have made it a point to ask community moderators to move this to Bug reporting as I figure that department would be the ones to sort these out and ensure they are handled properly. I don't know if that was the correct idea or not but this whole thread screams FIX ME!!!!!!!!!

 

Originally, this was meant to be a sorta "hey guys, this stuff is bugged atm, here's a  a list of them" thread for a small portion of players, namely, my clanmates / forumites friends who couldn't necessarily be in game to try them out, though i didn't mention this before, this thread was also inspired by the oddball bugs thread of yore.

 

Now, thanks to the help, support and hard work of fellow community members, it has grown to be a more or less reliable and comprehensive source of information relating to the mods in question, exceeding my personal intention of assisting the original target group, and helping a reasonable part of the community, in almost a month since first being posted on the 9th of December, this thread has had 9850 views, that is epic!

 

Stickying this thread  is probably low on the priority list, as DE is currently on vacation until tomorrow-ish, but even if it is not stickied, I am proud to have been able to work with you guys toward the improvement of the game!

 

Once again, thank you to all of you ^.^

Edited by Somedude1000
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12. Mod name : Despoil

Syndicate : Perrin Sequence / Red Veil

Warframe : Nekros

Problem : Does not calculate efficiency as client

Status : Not fixed

Source : geninrising's post
 
 

 

Just ended some run as client on Nekros some with 0 effiency and other with 80%, cost on life was the same (on at least 50% of those), but when going for 75% or 70% cost was correctly reduced.

 

And it seems that a death fixes it (death without getting a friendly revive).

 

Can't DJ anymore today, we'll try again tomorrow. 

 

Edit : typo

Edited by ebya
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Just ended some run as client on Nekros some with 0 effiency and other with 80%, cost on life was the same (on at least 50% of those), but when going for 75% or 70% cost was correctly reduced.

 

And it seems that a death fixes it (death without getting a friendly revive).

 

Can't DJ anymore today, we'll try again tomorrow. 

 

Edit : typo

 

Awesome! I'll add that as a note 

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Regarding Mags Augment for Pull it isn't just the augment that fails to :

1. Synchronize drop locations for client and host

2. Actually pull drops towards mag even though the enemy was killed with Pull so the drop from where they died should be in range.

3. Actually pull enemies and drops the entire way towards Mag or even towards the same general direction as a client. Usually enemies just flip on the spot or move a few meters in a random direction/lift high in the air on the spot and fall back down again without any delay once landed..they do not fall over etc.

All of this is likely due to the base ability not synchronizing between client and host so it only works for hosts as mag and not clients.

Submitted a bug report on this via support ticket a week or 2 ago..still hasn't been viewed by customer support and the issue with this has been around since mags' pull was changed to drag a group of enemies so around idk 8 months now at a vague guess, could be over a year.

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Just ended some run as client on Nekros some with 0 effiency and other with 80%, cost on life was the same (on at least 50% of those), but when going for 75% or 70% cost was correctly reduced.

 

And it seems that a death fixes it (death without getting a friendly revive).

 

Can't DJ anymore today, we'll try again tomorrow. 

 

Edit : typo

I cannot confirm his statements. In my testing as client I found that no matter the setup be it 50% efficiency in one build, 75% in another or 90% in my blind rage build the amount seemed to be randomized one minute it was 12 health the other times as much as 25 health. I did test if being killed without revive reset this issue and in my testing it did not. As host however I still note that the effect is properly counted and consistent.

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Regarding Mags Augment for Pull it isn't just the augment that fails to :

1. Synchronize drop locations for client and host

2. Actually pull drops towards mag even though the enemy was killed with Pull so the drop from where they died should be in range.

3. Actually pull enemies and drops the entire way towards Mag or even towards the same general direction as a client. Usually enemies just flip on the spot or move a few meters in a random direction/lift high in the air on the spot and fall back down again without any delay once landed..they do not fall over etc.

All of this is likely due to the base ability not synchronizing between client and host so it only works for hosts as mag and not clients.

Submitted a bug report on this via support ticket a week or 2 ago..still hasn't been viewed by customer support and the issue with this has been around since mags' pull was changed to drag a group of enemies so around idk 8 months now at a vague guess, could be over a year.

This is why I requested this thread be moved to bug reports so that it can be focused by that department correctly. Still no response or change by community admins though, le sigh.

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Q quick update; Todays hotfix notes say greedy pull has been fixed, I will not however, update the main post ntil we can confirm this, and it will contine to have "awaiting confirmation" until itt is thoroughly tested, I apologize for this :/

 

If I find the time to play warframe I'll go on and test out a few of the other "awaiting confirmation" mods, perhaps more of them have now been fixed

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It's weird, Irradiating Disarm and Despoil has been working perfectly for me both as hosts and clients.

 

Exactly, they may have been fixed, but I haven't found the time to check them out and test them properly, until I do so, I will not be able to change their statuses. I also rely aon help from community members to adress which mods are broken, this is not a fool-proof system, as everyone can make mistakes, this thread isnt't a "catch all" list, but more of the "most updated reference as of DD/MM/YYYY" for which mods are "broken"

 

I will update the main post to reflect this tonight

Edited by Somedude1000
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It's weird, Irradiating Disarm and Despoil has been working perfectly for me both as hosts and clients.

I had this occur last night with Despoil as well. HMM there may be some issue like with Nova's AMD resulting from the connection to hosts with a bad or sub par connection. I can attest to the fact that when the augment failed for me I was playing with a friend hosting who lives in canada and admits he has a sub par connection.

 

I would have to test further today to see if it is reflecting accurately on a client connection to both a bad host and a good host(I wish it always just defaulted to best connection no matter who invited who or who's key is used). Currently it seems that if someone invites you and chooses to host a void run they will always be hosting the run. It has become necessary in clan that I always invite everyone >.<

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Greedy Pull now drags drops the full range of the pull ability but all this ONLY WORKS FOR THE HOST

Pull and Greedy pull do NOT work for clients. I got an answer back from support about this.. they were not very supportive.

All they did was ask me to post a bug report in the forums WTF really? Couldn't they forward the ticket to whoever is responsible for bugfixes???

What a waste of time and clear lack of consideration to the consumer O.o

Well I will make a dedicated topic for this problem and who knows someone might be bothered to actually look at fixing it.

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Greedy Pull now drags drops the full range of the pull ability but all this ONLY WORKS FOR THE HOST

Pull and Greedy pull do NOT work for clients. I got an answer back from support about this.. they were not very supportive.

All they did was ask me to post a bug report in the forums WTF really? Couldn't they forward the ticket to whoever is responsible for bugfixes???

What a waste of time and clear lack of consideration to the consumer O.o

Well I will make a dedicated topic for this problem and who knows someone might be bothered to actually look at fixing it.

 

Noted, I will list that in :s

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Ok, confirmation that Savage silence is still bugged. as both host and client.

 

Update 15.10: Still broken, but received a slight change.
While counter finisher damage is unaffected by the augment alone(no overextended in build), adding strength mods does increase the damage.
There is still no prompt for a finisher on the stun effect, not sure if it should get a prompt but other stuns have a prompt at times.
 
As for the stealth finishers as far as I can tell these are working properly now as well as ground finishers.
 
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Not sure if it matters anymore, but when I was using Despoil today (as a client in a Void mission) efficiency worked fine for me. 60% from Fleeting brought the cost down to 20 health. Additionally, later in the mission I had spent a revive and the cost of Despoil was still 20 health.

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Not sure if it matters anymore, but when I was using Despoil today (as a client in a Void mission) efficiency worked fine for me. 60% from Fleeting brought the cost down to 20 health. Additionally, later in the mission I had spent a revive and the cost of Despoil was still 20 health.

 

Excellent! I'll list it as fixed now :D

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Ok, confirmation that Savage silence is still bugged. as both host and client.

 

Update 15.10: Still broken, but received a slight change.
While counter finisher damage is unaffected by the augment alone(no overextended in build), adding strength mods does increase the damage.
There is still no prompt for a finisher on the stun effect, not sure if it should get a prompt but other stuns have a prompt at times.
 
As for the stealth finishers as far as I can tell these are working properly now as well as ground finishers.
 

 

 

Gotcha, I will kep it as requires testing until we can see if it's fixed, I suspect there should be a hotfix for it soon

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