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SteveCutler

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Everything posted by SteveCutler

  1. I'm surprised by this change. I thought the whole point of the modifier was to force players to search out and use Necramechs for the mission. Is it really just supposed to be "no abilities allowed" then?
  2. I agree. I hate these abilities. Add Valkyr's Hysterical Assault augment to the list. And I think Garuda's Blood Altar and Dread Mirror, and Trinity's Energy Vampire? I wish they had more forgiving aim, a bit like Mesa's Peacemaker when the circle is closed-in.
  3. Same problem here. Champion's Blessing was already too hard to use in the first place, as it requires healing health damage, when the frame is constantly refreshing everyone's shield gate due to her incredibly low duration. Actually getting the shields to take enough damage and then break and then getting the health to take enough damage, all within the very short duration of Blessing, was nigh-impossible. And then Overguard comes in and makes the issue even worse. In this case, I think it's Champion's Blessing that needs to be changed. If the idea of it is to reward supporting your team with Blessing, then it should factor in all kinds of support that Blessing does. Blessing isn't only a healing ability, it's also a shielding ability and a damage reduction ability. Restoring health should increase it, as it already does. Restoring shields should also increase it. Time spent with the damage reduction should also increase it. With those changes, it would become much easier to use — shield gate would no longer be an issue, and when Overguard is blocking your healing you'd still build the buff over time passively.
  4. Why are you so rude and condescending? It's very telling when someone is incapable of making an argument without attacking the other person. I've been playing the game for years, and a lot of that time has been spent playing Ember. I have no such energy problems. I'm not making any false claims, I'm just stating my factual experience with the game. If you're struggling with energy, then the game provides a great number of tools for you to resolve that problem, including an augment specifically for Ember. They're there to be used. You're conveniently running your calculations with a suboptimal build, not using Fleeting Expertise. I said that Arcane Energize wasn't required, and that I consider running 175% efficiency to be reasonable. You respond with "maths to prove me wrong" according to 130% efficiency. You also don't appear to be considering energy orb drops at all, which replenish your energy during active gameplay. So yes, you're just complaining that you can't tank your efficiency into oblivion with Blind Rage. If anything, you're making a case for energy economy to be nerfed on those other frames. Corrupted mods are supposed to have a meaningful downside. If you're able to just slap Blind Rage on every frame without caring about the efficiency penalty, then surely it's those other frames that should be adjusted? As for Ember, you're putting a reduced energy efficiency mod on the build and then are having energy problems — it seems to me that that's working exactly as intended.
  5. Yes, you should build her for efficiency. Arcane Energize is helpful, but absolutely not necessary. Regular energy orbs are enough to sustain her. She also has an augment that conveniently enough increases the drops of energy drops... So basically, your whole argument is that you think she shouldn't need efficiency mods, and to support that argument you're looking at the numbers with default efficiency without mods. But why? Why are you so averse to a frame using efficiency mods? Streamline and Fleeting Expertise are both very common, easy to get mods. Even low MR players can easily acquire them. Different frames are designed to push towards certain kinds of builds. For example, Gauss really wants to focus on duration to maximise his Redline, so you're intended to use mods that support that preferential stat. Why is it so much of a problem if a frame likes to have increased efficiency through modding? Oh no, you run into problems using Blind Rage with a tanked 45% efficiency... So don't build her that way? Build her in a way that solves the problem you're encountering. That's the whole point of modding. Unmodded values only matter if you're running the Grendel farm missions. Yes, that's how channelled abilities work. They disable energy regeneration. A great number of other frames also have these channelled abilities. You don't need Arcane Energize. Yes, wanting 175% efficiency seems reasonable to me. She isn't "locked behind" any of that though. You can still play her with an inferior build. If you say so. I disagree. I feel like Gloom uniquely synergizes with her abilities for the aforementioned reasons. Gloom wants high ability strength, which for many frames can be difficult to reach. Ember's passive can potentially provide an enormous ability strength increase. That is a synergy. Ember's passive increases ability strength, but is hard to make effective use of as it shoots up and down all the time. The fact that Gloom snapshots ability strength on cast means you can make more effective use of her passive than you could with another strength-based Helminth ability. You wait for a window where you have an excellent passive boost, and cast Gloom then. That is a synergy. Gloom's CC and lifesteal is more effective on a good health tank frame, ideally one that has innate DR. It works best when the frame is already decent at staying alive, as you effectively multiply that tankiness and take it to new heights. Ember is one such warframe due to her Immolation ability. That is a synergy. There are some other frames that can make this same synergy, yes, but not all. Gloom's lifesteal is significantly better when you're constantly dealing damage over time, as you get a constant source of health regeneration. Any frame can make use of lifesteal, but it's clearly not as good if you're dealing slow, occasional hits. Ember's Inferno means that enemies everywhere are on fire and constantly taking chip damage, and as such she is constantly healing. That is a synergy. Gloom can be energy-hungry, especially when covering a wide range. Ember's tendency to build towards efficiency and range, as well as her augment that increases energy orb drops, allows her to make more effective use of Gloom. It's a Helminth ability that directly fits with the build she already goes for. That is a synergy. Any frame can use Gloom, but what frames have greater synergy with their kit?
  6. I agree. Not if you're fighting a boss while someone is putting Overguard or Mesmer Skin on you.
  7. Please no, for the love of God. That would completely ruin him. He has the best grouping ability in the game specifically because it doesn't have a LoS requirement.
  8. I'm not sure what you have against Gloom? I think Ember is one of the frames most suited for it. It's a great way to take advantage of her passive, as you can snapshot the ability strength buff and easily reach the slow cap. The lifesteal effect has great synergy with both her Immolation and Inferno. It's not like I'm randomly running Gloom on any and every frame. Part of the fun with the Helminth system is finding good synergies, and this is one such example.
  9. Just skimming through this thread, and this part caught my eye. I think this shows some fundamental misunderstanding about how Ember works. Why on Earth would you cast Fireblast 30 times to try and get your heat growth neutral? There's absolutely no reason to do that. In fact, you want your heat growth to be as fast as possible on Ember. The faster the better! Once you've got going in the mission and used Inferno a decent amount of times, you'll have a super fast heat build up. This means that when you cast Fire Blast, your heat gauge instantly snaps back to full, so you don't lose any of your damage resistance at all when you cast Fire Blast. You're rewarded for your efforts with that faster heat. There's no reason to want to lower its build up.
  10. Ember is in a pretty good place. I play her often and don't have any problems with energy at all. People really love to exaggerate the energy drain, or just don't understand how it works. Literally just cast Fire Blast, and the energy drain will reset. That's it. Press 3 once every 20-30 seconds or so and your energy issue will magically disappear. I like to run Gloom on her personally, and still have no issues despite the extra drain from that with a range build.
  11. What about Trinity's Champion's Blessing augment? But what about frames that do have shields? They'll still have this problem.
  12. Hmm. I was under the impression that Deep Archimedea would use all the charges, letting us save time in exchange for doing harder content.
  13. Efficiency mods? Ember's Exothermic augment? I play Ember often and she certainly doesn't need Nourish. I like Gloom on her personally, and that adds even more energy drain yet I still have no issues.
  14. Does it need to be? It still sounds right to me. The sacrophagus still appears.
  15. Agreed. It feels a bit meh. Scarab Swarm is a CC which has overlap with Desiccation, but Desiccation is cheaper and boosts melee damage via the blind. The armor strip is insanely slow, and even then requires Archon Shards for a full strip. The spreading mechanic seems very bad... Kavat AI is poor, they don't hit enemies often, and when they do it seems like the swarm duration is greatly reduced compared to when you cast the ability yourself. Instead of the full 15 second duration, the kavats just swarm enemies for a couple of seconds or so. No healing.
  16. This is disappointing. Other similar augments, like Eternal War, cap it at a number higher than the modded duration. Eternal War is double the modded duration. This augment feels pretty bad honestly. Weak healing, poor duration buff.
  17. I see some people suggesting Emerald Archon Shards to let Inaros fully armor strip with Corrosive procs. So I just want to point out that that won't work, if Scarab Swarm only does one proc per second. I'm not clear on whether it will or not, but the dev workshop does say "attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second". If the enemies only get one Corrosive proc per second, then it'll have the same problem as Hydroid's Tentacle Swarm, where it's simply impossible to fully strip armor with that alone. The reason being that Corrosive procs have an 8 second duration. So the first proc expires and falls off before you can inflict the 9th. Even if you raise the cap, you still won't be able to do the 9th or 10th procs. You can easily test this in the Simulacrcum with Hydroid. Just cast Tentacle Swarm and watch how the enemies only reach 8 Corrosive procs, despite Hydroid's passive.
  18. A weird bug, but very easily reproducible. I've noticed for a long time that I get the "Your settings have been modified, do you want to save your changes?" prompt when I haven't changed anything in the graphics settings. It would happen when I just wanted to check my settings. Very strange. Today I finally took the time to figure out what's happening, and can easily reproduce it: Open the Video Settings menu. Scroll down until "Optimized Flip Model" becomes visible. A sound effect will play, as though a setting has been changed. Back out of the menu, and the game will say your settings have been modified and ask if you want to save them. Scrolling to the Dynamic Resolution setting, which is just above Optimized Flip Model, does not play the sound effect and does not trigger the save-changes prompt. You can scroll as little or as much as you want to and it works fine, until you scroll down to Optimized Flip Model. Once that setting comes on screen, the game thinks the settings have been changed. Strange.
  19. Good question. Since they're making it an option in the frame's fashion settings, I assume other players will see your setting, just like with colors, skins, etc.
  20. So how many cats can we have now? Four Inaros' in the squad, each running the augment = 20 Sand Kavats. Each one with a Kavat in the companion slot = 24 Kavats. Each one running Duplex Bond = 36 Kavats?
  21. I'm very interested in this. Looks a lot better than the Hydroid rework, in my opinion.
  22. Huh. I thought Decoy already drew aggro on everything. Thanks for clarifying.
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