Some Syndicate members missing
Hello!
Bug #3,222,790,597. ![]() Some Syndicate members disappeared, they can't be found on dashboard nor in encounters. Last edited by k0rn0ux#0764 on May 6, 2020, 12:34:45 AM Last bumped on May 7, 2020, 3:56:05 AM
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Not all are active. 3 are left out so there is somebody to join when you kick somebody out.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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" Do you mean that missing members will return when I choose "Remove one from Syndicate"? |
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OK, I just removed Hillock and got one another back, and Hillock disappeared. So I will always have 3 members out of game?
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Correct. There are 17 Syndacate member (excluded Mastermind), and only 14 positions are open. When you let one of their number break free of the Syndacate, one of these 3 member will take their place.
When you defeat Mastermind, the same logic applies but to ALL member of the Syndacate (Mastermind excluded). This means that there is a chance one, two or all of those 3 missing member will return and replace another one. There is no stated rule (that I know about) that says a freed member will not return into the Syndacate at the very first chance they have to do so. The main goal of the Syndacate removal is to get out those member which rewards are not exactly useful, once you have acquired their crafting mods by unveiling their signature mod. I usually leave out of the Syndacate Gravicius (divCard reward are usually bad, though it DO is possible that a "full stack of one card" can actually yield a full set of Doctor) and Riker Maloney (never found anything really worth in its chests). Sometime, if I don't have a good base to craft, I also kick out Guff. It was useful back in Betrayal when the multiCraft mod was not nerfed in order to have a 0-mod rare item for free before turning it into a 5+1-crafted mod. Good times. Gave you a feeling you could have the item you actually wanted |
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" Thank you very much for such detailed explanation! |
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