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Broken Syndicate Mods Thread!


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




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


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
*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 





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



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



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



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



  • Resonance now confirmed to be fixed
  • Added Tesla Link



  • Added Shock Trooper



  • Added Despoil
  • Added Shield Transference



  • Added Hallowed Eruption



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





  • Despoil now confirmed to be fixed



  • Total Eclipse added to the list



  • Shield Transference now confirmed to be fixed



  • Hallowed Eruption now confirmed to be fixed





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







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! 

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This reminded me of something, now that augments have timers over them, if someone casts an augmented ability, there should be a timer for all the people receiving a buff, so any augment that doesn't provide this timer will also be listed here :s

Good idea man!

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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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As another note Hallowed Eruption for Oberon has been FIXED!


Thats nice to hear, I'll update it tomorrow, I'll need to check out a fewother augments as well atm :s

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So the guy says that the Bolto mod is working properly except that they deal 0 damage.. which means that it can't be working because the point of adding something that adds explosion (thunderbolt mod) is to do more damage.


I'm still waiting for the Supra mod to either get worded properly or work as it reads... and after reading the stuff on here i don't know if i want to play a game where Augment mods do something and read something else....


It's bad enough that anyone can get to rank 4 and get the best weapon in the game.... And never need a dojo.... Won't cost you a forma to build it either. Don't even need to potato 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.

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total eclipse does not display the full damage boost that is given to allies (this data is according to the wiki)


i have tested it with maximized power str -> which should give 400%+ but in game it only gives about 200%


not sure if mirage eclipse dmg buff was ninja nerfed or it is just displaying the wrong buff percentage

HMM I am unsure of this matter but will commit to some testing today and see what we can figure out there. I will also ensure to test as host and client if possible to pin down if the issue lies there.

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Resonance now works perfectly with WINE on Debian, small update of WINE.


This is great news ^.^ Resonance shall remain to have a fixed status :D

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Nyx's Psychic Bolt aug doesn't always work. Sometimes it takes 3-4 bolts for the effect to work on a enemy, sometimes not at all. I believe this could be a host related issue as if I'm hosting it appears to proc more often than not.

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Went in with my Vauban again, it worked as client, but stopped working after Host Migration, works as Host as well. It might just be a Migration bug.


I'll add that in, thank you mate <3

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Status on irradiating disarm; It still appears to cause hives to become invulnerable, this does nit seem to happen when hives are procced with radiation, it's likely a problem with the ability alone :/

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Banshee's Savage Silence Augment also doesn't work (it looks like it got broken again after it was 'fixed')


It doesn't give bonus finisher damage on ground finisher or stealth finisher, nor does it prompt a finisher when enemies are under the effects of the stun when they first enter silence's range, like the wiki says it should.


Tested on Eminescu on Mercury

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Entropy Spike does cause an explosion.  Its once per charge up, can be hard to see in the chaos of battle but i have seen it.  Its not big or that flashy, but things do go boom.

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Definitely comes from low setting.

Tried as nova(host prime too) and a friend on a banshee (where is banshee prime when you need it :3) and even if I wasn't able to see it, procs were there (but I wasn't able to see the new weak points and it's beyond logic for me).


Seems to nearly works.


It might be due to WINE (windows emulator), I'm probably the only one playing this game like this (please DE port it to unix soonTM).



EDIT : I should learn english :c


EDIT2 : I'll try on windows7 next week, but as I said I might be the only one to encounter those troubles. 

Thanks for confirming one of the guess ,  i think somedude can -at last- put resonnance as fixed, after much testing :D

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After 50 runs 25 as host 25 as client I can confirm that Repelling Bastielle works until it repels a certain number of targets then randomly starts letting some through. I can also confirm I had no overextended on and thus no type of negative power strength. I have tried this with and without range increasing mods thinking that perhaps it was being limited in some way under the hood by being extended via stretch but this is not the case. Definitely needs a long look by devs. Ty for your time. Please note that at no time did we experience a host migration.

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A little offtopic but are the sprint and projectile speed bonuses affected by str?

Not quite sure but I'll be sure to test it out ASAP unless someone beats me to it :D

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I'm not sure if this should go here, since it's a very specific situation and the mod's normal function (mostly?) works, but it does involve an augment mod, so...


Irradiating Disarm can potentially cause Hive missions to be impossible to complete.


It appears that the radiation proc is not caused by damage (as most other procs are), but is instead just "applied" directly to every non-scenery target in range, to include hives. Proccing a hive with radiation will permanently mess up its connection to the nodes protecting it (waiting until after the effect ends doesn't help). This seems to be the source of the "hives invulnerable" type bug reports lately, where all nodes are destroyed but the hive remains shielded.


Maybe this needs a PSA, since it interferes with mission completion? >.>

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I don't know if it's working as intended or a bug, but Swing Line makes you lose the free Riplines if you hit a wall or a ceiling, making it utterly worthless.

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Also could it be added that you can't hear the bounce with Vauban's Repelling Bastille if you are a client. If you are hosting then you can hear the bouncing sounds just fine.


Something like "Missing sound effect as a client".


I'll add that as a sub-notice ^.^

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Add Despoil pls. When client Despoil is often not calculating health drain with 75% efficiency even though maxed Fleeting and Streamline are used. This appears to fluctuate however.

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