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- List of skills and Affixes that are not working
List of skills and Affixes that are not working
Warhammer 40K FeedbackThis was posting on the steam forum by Psychoza, but I'm posting it here just in case the devs missed it.
P.S If any developer is seeing this, please check the skills on all characters! And dont forget to see if the [buff/debuff icon] is showing.
- Close Combat
Riposte [FIXED]
Capstone [Might not work as intended] - Ranged Combat
- Single DPS
- Area Effects
Eradicative Protocols [Not working in mp] Crusader
Haemophilic shock [Not working(not slowing)] - Physical Attacks
Concussive trauma [Not working with all weapon attacks.] - Execution
- Aimed Shots
Fast aim [Not working] Assassin - Criticals
Red Thirst [Not working][Issues still remains]
Revenge [Not working(no Icon). Hard to tell if working.] - Damage over Time
- Heat Attacks
Spontaneous Combustion [No effect with energy weapons.] Crusader
Superheated Discharge [No effect with energy weapons.] Crusader - Support
pysker Lower right corner (position) > -5% cooldown for skills generating Warp Hert. - Debuffs
Disorient [Not working] - Suppression
- Movement
Evasive bionics [Not working] Assassin - Hit Point
- Defense
- Radical Path
- Puritan Path
- Heroic deeds
- Misc
Respawn/Weapon swap [Swapping weapons or respawning all of your affixes from chest and weapons will stop working. [FIXED]
Debuffed targets Crit chance/strength to debuffed targets affix isn't adding addative % to base crit but is treated as it's own individual crit chance so if you have 30% and you have 2 affix that each add 5 it's 30% 5% 5% non addative instead of 40%.
Inoculator the Mitigator [(Restores 15% of Max suppresion / second for 5 seconds) not working.]
Inoculator Entropin [Component (level 27 unlock for all classes) isn't present in the game.]
Would be great to see the skills working [like a buff/debuff icon] Some skills have it.. but not all of them.
This list will update over time, if you have found any skills that do not work, please let me know.
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1) The flame pillar that is supposed to track enemies is very iffy and if you don't move it won't either even if being shot at.
2) The time globe that one of the armor put down does not work right. Shooting at enemies outside the field still makes the duration go down. This ability is utterly useless since the player can't move without lowering the duration. If they let you move without lowering duration as long as you stay in the area of effect it would be much better.
Ok, now everyone hate me for that, but this game needs balancing very badly, and I am not much concerned where they start.
The Empyrean Armor ability "Time Warp" is not "broken", it is in fact the single most OP ability in the whole game, even after they nerfed (or fixed?! I can't tell really) the cd to be 60s instead of 30s.
The only thing that stops people from realizing how OP it really is, is the still missing difficulty in even the "hardest" of missions.
I, too was underwhelmed the first time I used it like 5 minutes into the game with my first Psyker back in alpha,
but what I said is true and in this one case I may say, if you see it otherwise, you should take a closer look.
But honestly, I can't tell how to fix it without rendering it useless.
1) The flame pillar that is supposed to track enemies is very iffy and if you don't move it won't either even if being shot at.
2) The time globe that one of the armor put down does not work right. Shooting at enemies outside the field still makes the duration go down. This ability is utterly useless since the player can't move without lowering the duration. If they let you move without lowering duration as long as you stay in the area of effect it would be much better.
Set this current order state as My default.