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ZenHare

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Posts posted by ZenHare

  1. Damnit! I have to admit I was wrong. Welp, time to quit the Internet. I was wrong about the damage nerf being as extreme as what it is. But now I am really puzzled as to why I stopped playing Ember. Hell, I switched to Mag of all frames. Was it her paper thin defenses? Was it her ugly deluxe skin? Or was it just the constant hassle of juggling weapon builds every time I wanted to play her?

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  2. Ember

    Very impressed. These are some interesting changes. She is much more team orientated without it being crippling.

    Fireball - Your average first ability. It goes a little more damage than I would expect for a first ability. I don't think any players are going to complain. However, let's talk about the 800 pound gorilla in the room, Fireball Frenzy. Did you seriously... *takes a breath* Did you seriously take a D/C ranked warframe and push her all the way up into the Infinite Club with an augment of all things? Now if Gara the leader of that club, then Ember is a honorary member along with Mag and her almost-infinite DPS tricks, but still a member. In practice, people's PCs will probably catch on fire before you could gather enough mobs to really make the power gain obnoxious. However, it is something I would keep an eye on because us players are sneaky bastards.

    Immolation - Decent defense for a frame that was infamous for being a glass cannon. Her fluctuating damage resistance isn't that bad when compared to other caster frames. Mesa's 90% resistance is worthless against melee. Nova's resistance fluctuates constantly between a possible 90% to 0%. To keep some control over it, Nova has to use an augment mod. (That sucks.) Zephyr's 100% avoidance is useless against melee and AoE attacks. Octavia's invisibility doesn't protect her from AoE attacks that hit her teammates while they are running by her. There is a nice bar to show the level along with a character effect which looks very good. There are nice visual cues. At higher levels, the ability works very well with Adaptation and Arcane Guardian. Overall an A+. I wonder if people are running with older builds that have less than 100% duration and efficiency and that is going to be crippling with this rework. The augment is interesting as it lets you add 50% to almost 100% to everyone's effective hit points. Now whether that is worth the mod slot is open to debate.

    Fireblast - Not bad. For levels 1-40, it will probably be all the armor stripping you will need. At levels 40-60 and as long as one or two other people have Corrosive Projection in additon to Fireblast, you probably still won't have any issues with armor. The damage is enough to kill low level mobs on the first few planets. That is a common theme for warframe where abilities that do static damage just lose their effectiveness as you level. On the other hand, the CC is good for all levels. Whew! It wasn't a slow or a disarm. The augment is good. A nice heal that you use on demand rather than it being a random proc. Once you get access to operator arcanes, then you may not need it any more.

    Inferno - It's a nuke. It's pretty. What more to say. I expect it is useful for the same levels where all the other nukes are useful which is generally under level 60. I have not tested the augment as I am past the level where I would find Inferno useful. I will just have to make myself use it more as it does have a low energy cost. Warframe has just trained me that nukes = a lot of energy to use. I would prefer to see the nukes originate from Ember and arc towards their targets, but with a lot of enemies I could see how that might blind some people. 

    LoS - I think LoS checks should be used on a lot more abilities.Would the various AoE nuking warframes been anywhere as annoying or disruptive if their abilities required LoS? Could we have avoid some unnecessary nerfs? As a Mag player, it hurts a little to say this. But on the other hand, I shouldn't be able to do 80% of all the damage on a small map leaving the other players with little too do.    

  3. 11 hours ago, Arcira said:

    We got the interactive and engaging playstyle everyone was crying for

    Congrats now she is weak and unfun to play

    They have turned Ember into a fire ninja. Turn on Immolation (and have Adaptation if we are playing at levels 60+), jump into a pack of mobs, cast Fire Blast and then Fireball (with the Fireball Frenzy (which really should be called what it is, Accelerant)) and proceed to butcher them all before they can even get up. Yep, totally weak, totally unfun. She can be built to be melee dps, caster dps, tank, buffer. As she buffs players, her buffs can be used against bosses where things like Molecular Prime and Sonar can't. The only thing she can't do is heal. We will count adding 50% to almost 100% to everyone's effective hit points as not the same thing.   

  4. 2 hours ago, Rhythmholic said:

    Although I do agree with her 3 having a hard time hitting most things.
    Hopefully they fix that.

    I think there is a logic to it. We are just not familiar with it yet. Walls block it obviously, but trees and rocks and crates may not, etc. Even though it is a limitation, I like it. It requires you to think a little and position yourself before firing off the ability. Other non-LoS abilities are just, "Press da button," in comparison.   

  5. So how high have other people managed to get their damage bonus so far? I got up to a little over 300% with a 224% strength build. I was using Fire Blast to fuel it, but that may have been a mistake. It's kind of funny as it is kind of like Accelerant but it doesn't have an upper cap. It is just getting really high would require a very large pack of mobs. On the bright side, it works with any weapon. At 260% bonus it feels a lot like Molecular Prime where all your damage is doubled at whatever you're attacking.

  6. 20 minutes ago, ShortCat said:

    Unfortunatelly, this theory crafting gets smashed by reality, more precisely by logarithmic Armor scaling. This means, if you do not strip Armor completely, enemies will have enough DR to reduce damage to a fraction. As a result, when enemies get tougher and you want your Inferno to deal some damage, it becomes necessary to use Fireblast while Ember's bong is full.

     

    This isn't a problem limited to Ember. At certain point, 4xCP is better than ANY other option. And no, we do not need to be balancing warframe for 4 hour long solo survival missions which is about the most ultra niche playstyle in Warframe.

     

  7. 16 minutes ago, Raqiya said:

    Mesa and Saryn just needs to be nerfed. They're overtuned.

    Mesa is not that bad unless you are playing on a very open map. Saryn on the other hand is annoying as #*!%. All frames need to require LoS on their abilities. It would solve one of the bigger problems of warframe where one nuke frame can leave the three other people in the mission little to do aside from sitting on their ass.

  8. 32 minutes ago, bad4youLT said:

    doing so you lose damage reduction wich vital in higher levels , with out it shes like paper 

    Add Adaptation and one or two Arcane Guardians and she has no issues surviving at high levels. Her Immolation is excellent in keeping the first wave of damage down to give her Adaptation time to ramp up to 90%. It is very similar to Adaptation's interaction with Nova's Null Star.

  9. 28 minutes ago, -QUILL_PETER- said:

    If you're  not modding max efficiency on Ember, then you're the problem. New Ember is great.

    That is way overkill. There are plenty of ways to regen energy without needing to do that.

  10. On 2019-10-27 at 4:30 AM, LuceusW said:

    OK ty so now catchmoon really is complete garbage thx to DE

    If you are a tank frame and can survive running real close to packs in Arbitration, then this is really only a sight inconvenience. Feel free to laugh in the devs' faces. Sucks for the few caster frame active there.

  11. On 2019-10-24 at 3:00 PM, IamLoco said:

    I did enjoy Nyx very early in the game, playing solo through the campaign.

    It´s a solid solo frame that does provide a lot of functionality that helps - solo.

    Then I started leveling up weapons in parties in hydron and very quickly learned that Nyx is possibly the worst or one of the most useless frames in groups.

    Enemies killed while affected by her abilities won´t even count as kills for her or kill-assists. You basically get asked if you´re here to leech, sooner or later.

    But while other frames have some way more powerful cc and damaging skills (all her abilities are in some form just weaker versions of existing abilities), Nyx can´t do anything except causing some chaos that would help the team. And even chaos as her real main ability does not contribute much to the clearspeed meta.

    IF Chaos would somehow cause enemies to eventually kill themselves, we´d have an ability similar to Saryn´s spores or her 4. And still a lot weaker, as it doesn´t spread.

    So yes, Nyx is a very bad companion in public parties, but might be designed to be played solo. Who knows.

    You should never use Hydron as metric for any CC warframe. Why? Because CC is absolutely worthless there. NO ONE wants CC there. It's a place where high level players level warframes and weapons with zero risk of anyone dying. So of course Nyx is going to be useless there. If you are playing Nyx and there are nuke warframes in your group, you have to accept the fact that you are not going to be anywhere close to them in damage done. That isn't your job. Your job is to make the mission easier for everyone else. Bad companion.*laughs* Nyx plays well in Arbitrations and makes some of them trivial mainly because her Chaos still affects mobs shielded by the drones. .

  12. Magnetize is tool to use to kill tough enemies fast. It's not something to use against most trash as much as enemies will walk through it and they die too fast. Unless, you are playing long running camping missions you would multiple Magnetize bubbles to create death zones because even trash mobs have an insane amount of health past a certain point. It's a play style that doesn't see much use anymore. For a lot of missions - especially outdoors ones - there is either too much movement or everything is dead around the bubble in large maps to often to get much use out of the explosive effect from Magnetize.

    Polarize for pretty much all of the star chart will be a good chunk of your damage. As a Mag player, your enemies shields and armor are a resource to do damage to them. So she is strong versus Grineer and Corpus and weaker against the Infested. If too many players are running Corrosive Projection, then that can severely eat into your damage that you can do with this ability especially against the Grineer. However, when enemy armor scales too high for Polarize to keep up, then you switch along with everyone else to CP.

    Crush can do good damage, but it also turns into a very good CC ability with enough range. CC ends up being it's only use once enemies health scales too much for Crush to keep up. Shield restore is nice for most of the star chart. I think most players plan builds and don't bother relying on shields.

    For weapons and Magnetize, look for weapons that benefit from enemies being clustered up. Amprex shines here. Other weapons that are projectile rather than hit-scan can also work very well. The most infamous examples are the Lanka and Supra Vandal. Then there are buggy weapons like the Opticor (broken bad) and the Penta (broken good). It is definitely a warframe where you need to experiment with how it interacts with things.

  13. 6 hours ago, RealPandemonium said:

    Bizarre that it doesn't have a headshot bonus, but yeah.  Stack some Gas on it and cast the bubble in the middle of a crowd, and watch the mayhem.

    Firequake has always been questionable, if not outright bad.  Here is an excerpt from a post I made some time ago that pretty much sums it up:

    IMO Firequake was a liability in high level zones, taking a mod slot that could have been used by a more useful mod, and also further lowering killspeed by knocking enemies on the floor and making them harder to headshot.

    Even DE is not so ignorant as to believe that the WoF changes would stop low-level nuking; they are just really bad at communicating with players.  The aim of the changes was clearly A) to lower WoF's energy efficiency, and B) to give players a reason to think about how they use WoF instead of having it as a practically free passive skill with no interaction.  The changes are not perfect but they accomplished both of these things to some degree.  The best part of all this controversy is that you can have your old WoF, just more expensive, by recasting evey 10 seconds or so; the people ragequitting Ember are doing so because they can't be bothered to press 4 a few times per minute (or perhaps because now they have to be at their keyboard or watch Warframe instead of Netflix.)  

    I disagree with your objections on Firequake. If you weren't bringing Ember for Firequake, you weren't bringing her at all. Too many other warframes offer more than Ember. As for the other points, you should be killing mobs and not hitting the cap. The goal of range is to give her a nice safe zone. 25-30m isn't map wide, but it should protect you from Infested melee and Grineer and Corpus units with assault rifles. You still had to watch for snipers and other similar enemies. So, no it was not an AFK build at high levels. Now it shrinks down to 12-15m which at high levels is very risky to the point of you might as well play without it. Yes, in low level zones you can toggle it off in and wait for mob density to build back up before nuking everything again, but in high levels the toggle off part is followed by the dying part. Plus, the energy consumption for doing that is enormous on top of using her other abilities. Let's not fool ourselves. That ability would have never been nerfed if not for the idiot Embers hanging out in low level zones pissing off people. At higher levels the damage was irrelevant. All they had to do is to double the energy cost. Part of this happened under the old focus schools with the free four energy regen every second. DE was stupidly ignorant for  creating that passive. So, they can be idiots at times. 

  14. 22 hours ago, DatDarkOne said:

    No it doesn't.  My first build in my earlier post shows that.  

    I saw your builds. They are not bad. Usually I wouldn't use Primed Flow with an Efficiency build, but everyone's tastes are different. You are running 100% strength with Magnetized Discharge which means you only have a 50% chance of disarming mobs. I was giving you the benefit of the doubt. I thought maybe I had forgotten something about the augment. That the maybe mobs hit by MD gave off a secondary pulse which hit other mobs that would give another chance of being disarmed. I had to check. No, it's just a flat 50% chance at 100% strength. I'm sorry. You are going to have to sell that to me better. How is that better than one or more of the follow which require no additional mods.

    1. Pull - .5 sec cast time - 100% CC chance.
    2. Magnetize - 1 sec cast time - 100% CC chance.
    3. Crush - technically 0 sec cast time - 100% CC chance.
    22 hours ago, DatDarkOne said:

    Again refer to two my builds in that same post.   

    Neither of those two builds is a low duration build.   

    22 hours ago, DatDarkOne said:

    If you are playing right, those level 60 grineer would be dead long before the armor is gone anyway.  Unless you are using a build with negative Power Strength, and not using your weapons also.   But you wouldn't do that now would you?  

    Even if you have four players camping in one spot so all the mobs are coming to one place - a Herculean task in of itself - all you have to do before any of those mobs come into LoS is to fire off three to four Polarizes and congrats you take first place in damage done because the rest of the damage will have to be split between all four players. If you have a Nova in the group, you may take almost all the damage if your Polarizes and Crushes set off chain explosions. The only warframes that will contest you will be the other warframes with map-wide non-LoS nukes, Equinox, Saryn, etc. If you split up, then it's in the hands of RNGesus on who gets the mob spawns. .

    I don't like negative strength builds. I understand the point the advocates of builds make, e.g the more mobs you cram into your bubbles, the less value strength has, but I have to pass. It just seems wrong somehow. I use the following build. I swap CP for ES for non-Grineer and Augur Reach for Constitution depending on how much range and duration I want.

    t5keFLM.png

    LifeOfRio and some other Youtubers are some very smart guys, but even they can say some dumb things. They wrestle with why is Mag so derided even though she can be very to extremely powerful. One says this with a video of a Mag camping a dead end corridor facing off against level 1700 mobs. He even admits that the moment you poke yourself outside those bubbles you die instantly. Now is that example relevant to the other 99.9% of the game? Even in LifeOfRio's videos, he uses Mag to camp behind her bubbles. Why? Because that is her strength. It is where she excels. It's her S+ game. I think that is part of her popularity problem. In game about being a parkouring space ninja, Mag is about not being a parkouring space ninja. That combined with a set of non-intuitive powers with their synergy and anti-synergy and a even weirder interaction with various weapons. I can see why a lot of people probably play her for a bit and then drop her.

     

  15. 8 hours ago, RealPandemonium said:

    I'm not gonna touch most of this post, but what are you talking about in regard to Ember's augment?

    World on Fire had an augment called Firequake that had a 100% chance to knock down mobs. Mobs would get back up to just be knocked right back down again on the next tick or WoF. So a max range Ember could reliably CC a very large area. This was a huge boost to her and her team mates ability to survive. When they nerfed World on Fire so its radius shrank over time, it opened up Ember to being one-shotted by any mobs outside the radius as if she didn't have the augment. Hilariously and typically DE this nerf was to prevent Ember from clearing out low level zones all by herself, when it actually just killed Embers ability in high level zones because as everyone knows static damage abilities don't scale. She can still clear low level zones because it only takes a one or two ticks to kill everything. You just need to toggle WoF on and off every so often. Since many Ember stopped playing her the end result was really the same.

  16. 3 hours ago, MagPrime said:

    Don't even need to know how to use her to not need her augments.

    Yes, but the discussion was between warframes that get a significant boost to their ability with augments - Ember being or was the most extreme example - and warframes that don't. Mag falls more into the second group. She has Greedy Pull which almost no one uses anymore. Magnetized Discharge requires a high strength build and a much simpler alternative is to just cast another bubble as bubbles block 100% of fire. Counter Pulse is dependent on how much duration you are running. Low duration builds are getting 2-3 seconds of CC that has a 1 second cast time and a bubble travel time on top of that which leaves you open to be one-shotted at higher levels. Even if you pump duration for this augment, you still have the cast and bubble travel time. The last augment is Fracturing Crush. At this point, I swear DE is trolling us. The CC on it is worthless against everyone but the Infested. The armor stripping is a huge damage nerf to Mag players fighting enemies under level 60. Three Polarizes will remove a level 60 Grineer's armor and about 50% of their health. With Fracturing Crush, one Crush and one Polarize will remove a level 60 Grineer's armor and about 10% (being generous) of their health. Ah DE, why do it make it so hard to love you? Even for high level play, 4xCP is a thing that makes it useless. Its role is what? Noob trap. Solo endurance runs. Horrible PUG groups.

  17. 1 hour ago, (XB1)Knight Raime said:

    Aguments are not "bandaid" mods.  You can go look at any well known content creator.  End game builds almost always have an augment slotted in

    For some warframes, they very much were. The World on Fire augment was a huge CC boost to Ember and was the only reason she saw end game unless friends were carrying you. If you know how to use Mag, she has thankfully zero need for any of her augments. This is very nice as you aren't wasting precious mod slots on them.

  18. 7 minutes ago, yles9056 said:

    From my experience, Magnetize is weak if there's only one enemy in the bubble.

    For some reason, the damage stacks a lot faster when there are multiple enemies(the more the better) and when your weapon has punch through.

    If you want to kill something as fast as possible, then you want to Magnetize them by themselves. There is some weird interaction between the bubble, additional mobs and ability strength that comes into play that I would want to look over again before commenting on.

  19. Mag does honestly have a few issues.

    The first right off the top of my head is that she has a bugged interactions with a few weapons. The first four being Lanka, Penta, Secura Penta and Ferrox (honorable mention). Despite whatever punch through is listed on the weapon stats, the game treats their projectiles as having infinite punch through when interacting within the Magnetize bubble. Their projectiles will orbit inside the bubble and hit every single mob every split second until the projectile either despawns (Lanka) or explodes (Pentas). Ferrox has the same interaction but can act wonky at times and the staff can get ejected out of the bubble and outside the map thus disarming yourself. There are a couple of other weapons she is also bugged with in a negative way such as the Opticor where the Magnetize bubble will block its beam and thus do very little damage to the mobs inside. They do take some DoT damage from the bubble absorbing the beam damage. The really need to either rework the projectile weapon interaction to apply to all weapons or just scrap it. If you have been playing Mag for a while, it gets kind of old feeling compelled to use the same few weapons.

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