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Grimm

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Posts posted by Grimm

  1. 15 hours ago, [DE]Megan said:

    Ember’s Inferno (Rendered Check) 

    • In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks. 

     

    don't forget that fireblast is also a LOS check and fails on rag dolled enemies (it also rag dolls enemies).
    also fireblast currently does NOT effect ACOLYTES and DEMOLYSTS since the inline armor strip "armor changes" Update 32.0 2022-09-07 
    (does strip demolysts well inside the simulacrum, but not in missions)
    (heat procs from it reduce armor of acolytes but not the ability itself meaning ember is one of the only armor strip frames that CAN NOT full strip acolytes even though her fireblast can 100% strip in a single cast)
    there was an attempt to fix this in  Update 31.5 2022-04-27

    "Enemies that are not affected by CC can now be armor stripped by Ember’s Fire Blast."

    this fixed her against overguard and other targets that ignore knock down, but not demolysts or acolytes which she still struggles against because she can not reduce their armor beyond said targets heat proc limit.
    (i am speaking of demolysts units in general not the new demolysts necramechs as no frame can strip them currently)


    please see this @[DE]Megan
     

    • Like 3
  2. Just now, [DE]Megan said:

    More LoS Improvements in Future Update: 
    The following Warframe abilities will be receiving the same treatment in a future update, since they require Cert update (more information on what this means here) in order to launch across all platforms. 

    • Ember’s Fire Blast

    could you fix it not armor stripping acolytes and demolysts since the inline armor update multiple years ago please 
    also banshees base 1/3 armour strip doesnt inline strip (strip more per cast) only works with the augment that makes it increase with power strength, ability also still does not have any wording about its base strip feature.

    • Like 19
  3. On 2024-03-14 at 6:57 AM, [DE]Megan said:

    ARSENAL QOL CHANGE: CUSTOMIZATION FOR “INVISIBLE” WARFRAMES 

    Warframes now have Invisibility customization—no longer will you have to be strictly transparent!

    Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options within their Auxillary Attachment menus! Instead of Invisibility being strictly see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character. 

    Invisibility colorization is affected by the primary Energy color of your Warframe, should you select a choice that is affected by coloring. 

    please do this for all frames. if i get a random octavia i can see what animation i am doing which causes missed timed actions

  4. the pagers has "31 december 1999" and "operation" something, written on it in 1999 tennobet. i cant read the rest because of the visual quality making it hard to tell what is what. but i would assume it reads gargoyles cry. so i would say its basically not relevant anymore. 

    but yea it used to ring endlessly but now after dantes its quiet always

    • Like 1
  5. this one ?
     

     its the track 
    "No God Above Knowledge"
    it takes about a third to hit the recognizable part of the log in
    lore fun fact: the lab rooms have a symbol on the ground which has orokin text on it which states this moto, its probably Albrecht is stating he will use science to over come the man in the wall.

    oh wait no its the track 
    "sanctum anatomica" 
    the other just sounds like it but more drawn out

    you may want to listen to the track 
    "vashtav"
    as well as its also similar

  6. 2 minutes ago, Lunastune said:

    The Hollow Vein and Anatomizer change feels to be geared more towards Steel Path. They are very squishy early on especially in non-steel path, but a lot of other factions heavies feel about as durable in normal start chart which is well, like paper mache with a semi decent build. They definitely are still very durable in steel path especially when its an Eximus, they usually take me like 1 1/2 to 2 shots to kill when I liquify everything else in 1 shot / Tennokai Heavy. They still have decent HP scaling, the starting point is a little bit on the squishy side i feel but I think its kinda in line IMO.

    But even then they kind of still Paper Mache compared to Voidrigs and Bonewidows on SP which have way more durability.

    exactly. 100% agree, symptoms of armor. as the mech enemies cant be armor stripped making them tankier. and the fassade units don't have armor. where as other areas excluding infested have armor on most if not all heavier units (not all corpus). which helps toward this feeling that they are weak if you don't play endurance long enough.

  7. is there any detail about Australia has AUD and its own store prices on the website that is reduced for them. but New Zealand is directed to USD at America prices. as both AUD and NZD are fairly inline with each Dollar compared to American dollar and are both nearly doubled in price when looking at USD pricing. 

    steam offers reduced prices for content from warframe on a similar reduction as Australia gets to New Zealand steam users, plat bundles can not be found on stream though. 

  8. 3 hours ago, Arbitrary said:

    Obviously Culverins have less EHP after being fully stripped, but The Hollow Vein and Anatomizer are supposed to be the heavy Murmur units, which they don't do a very good job of.
    But that just goes to show the backward logic that you have to build for the basic units instead of the heavies, since if you don't they end up outclassing the heavies.

    you dont know WTF is going on my builds. so saying backward logic is just you being rude.

    i build to make sure i can deal with all units in a mission. 

    to quote your own shortness "But that just goes to show the backward logic that you have to build for the specific units instead of the the cast of the mission, since if you don't they end up outclassing the other."

    edit: you have more then one weapon with you.

  9. 2 minutes ago, Arbitrary said:

    The Anatomizer and The Hollow Vein had their HP nerfed by -50% in Dante Unbound. Now they feel extremely weak relative to your basic Culverin. Their HP shouldn't have been so aggressively cut.

    they scale differently as they cant be armor stripped. they feel weaker early on but outlast at later levels dude to EHP after stripping culverin. 

    • Like 2
  10. 1 hour ago, Geek said:

    Hullo,

    Much love and thank yall for bringin us new content.
    BUT
    Yall broke Saryn's toxic lash, it's like 0% status chance and when it does work it only affects 1 pellet of multishot, and for aoe it only affects one enemy if multiple were hit.
    Pretty please fix 

    screw saryn. been waiting years on a fix to embers armour strip not effecting demolysts and acolytes. 

  11. im currently replaying the quest, upon completing it the first time i was sent back to the start of the operator section. im expecting this to be a soft lock

    yea na its seems to bug forcing you to replay it a second time. odd

  12. 30 minutes ago, [DE]Danielle said:
    • “Locate the Shatter-Lock pieces” stage: 
      • The Grineer Armored Vault in the Plains of Eidolon that contains one of the Glass Shards that needs to be scanned will now be opened by default. 
        • Before, you would have to interact with the unlock terminal for the doors to open. This made finding the Glass Shard difficult, as players would, understandably, overlook the locked Vault. 
      • Moved the Glass Shard in the Grineer Armored Vault from a hard to see corner to the floor. 
      • Added a highlight to the Glass Shard to make them more visible. 
    •  

    in my time spent watching people struggle with this part of the quest i would say one of  the main issue is that the quest doesnt point you straight to the floating text that tells you what to do. instead they are lead to a large orange circle in which they have not paid enough attention to have any idea what they are doing let along notice the float text that is near the edge of the orange circle.

    • Like 2
  13. a UI element similar to ember and gauss gauges. that way the info for the power is NOT inside the mess of info that is the active buffs and DEbuff section.

    also a linger time to the effect so if your in the dark and go into the light you have the RD for a few seconds and have the DB as well, with the DR running out well your in the light but returning if you reenter darkness. 

    EDIT: for reliability make the mines and trapped items from slight of hand produce light and standing near them effect your eclipse. also make hall of mirrors produce dark, that way if you stand near your traps if hall of mirrors active you gain DB and if you get away from your traps you gain DR. 

    intentionally making it more reliable for mirage herself well making the subsume still a pain. 

    i think for the ability itself changing it to be similar to loki invis and having a direct effect on your visuals of the map of the game, but in a way that makes low light areas darker and high light areas brighter to help identify what is where

  14. topaz shards heat based option doesnt work. i killed 250 enemies in sim with ember and heat build burston and heat build book and got 31.5%. tua equipped. 250 kills should have reached 75% max by 50 kills. my molt augmented maxed out before the shard has reached half. 


    edit: killing only booking didnt reward stacks often, niether did burston, ember abilites doesnt seem to be giving any.

    Edit: upon hitting 50% with the tau version gaining an addition stack sets it back to 1.5% instead of 51.5%

    Edit: stacks to 50% goes back to 1.5% then stacks up to 50% again, it took 959 kills to observer this. does not effect tome crit chance even tho its a side arm.

  15. 3 hours ago, [DE]Megan said:

    Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite. 

    <3 that you i have been complaining about this for a year since it broke when you guys dropped the fix for operator/drfiter being effected by brief respite in October last year, i hope you fixed her armour strip not working on demos and acolytes as well 

  16. toggle is required. i just became soft locked because of auto melee. i was downed well swinging a melee attack, when i used last gasp i become stuck in operator using void blast (removed operator melee input ability) till my operator was killed, as i could not cast abilities, enter void mode or use my amp.

    • Like 2
  17. 10 hours ago, [DE]Megan said:

    Auto Melee 

    Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee functionality! Here’s how it works:

    With Auto Melee, players can trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs -- i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

    In short, the Warframe melee that you know isn’t changing - the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once. 

    Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs - auto-meleeing is an additional way to play the game. This mechanic has been released as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue. 

    Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls. 

    Exclusions to Auto Melee
    Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

    • All Glaive Weapon Types     
    • Wolf Sledge

    there is no toggle option for auto melee to disable it if you so wish.
    auto melee soft lock, if you are downed well meleeing and push 5 to last gasp you will become stuck repeatedly void blasting unable to use your amp or abilities.

    • Like 2
  18. 4 hours ago, (PSN)thar9683 said:
    1. Reduce the Pace of New Warframe Releases and Focus on Updating Older Frames
    2. Modernize World Bosses and Introduce Cosmetic Rewards for Veteran Players
    3. Expand Content through Unique Missions – Dungeons
    4. Cosmetic Town – Kahl's Garrison
    5. Integrating Old Content with New Systems
    6. Reducing Repetitive Gameplay
    7. Incorporating Diverse Side Objectives
    8. Revamping Assassins for Enhanced Challenge
    9. Introducing High-Stakes Consequences:
    10. Innovative Concepts for Zanuka
    11. Severe Consequences for Failure

    1. I agree, i would prefer to see more frame reworks over new frames, for example gauss thermal sunder is over used as an aoe easy heat room clear for completing fissures easy with very little action, similar to what caused ember to have her entire kit reworked.
    2. I think DA is part of an intent to revisit bosses to be more challenging but it will mean nothing if addition drops are not added to them to give players a reason to go back.
    3. asking for trouble potential of fetch quest like additions is high.
    4. people already cosmetic it up with decorations etc, tho the collisions are counter productive.
    5. old events being revised and turned into reoccurring events or quest depend on the nature of the event would be great, with a reoccur event once a month and a system that doesnt requires DE to produce new events, well also bringing monthly rewards and leaderboards to these events to incentives clans the way they used to be to help raise better activity in clan communities.
    6. warframe has always been about repetitive gameplay same missions over and over or staying long in a specific missions. i disagree on this points existence,
    7. dont need
    8. the only real main thing i believe needs changed on boss fights, its hydroid should be to uranus tyl regor, and equinox should move to earth vay hek, and day aspect should drop during day time and night aspect during night time, relative to the planets day night cycle, and also forest tileset and cetus should be made into the same day night cycle.
    9. daily limit revives was this. now people just hold x when they go down and waste their revives as there is no effect other then 10% exp. it needs revised im sure its a nightmare for newer players to get the revive achievements at the same pace we used to  back in the day.
    10. im assuming your speaking specifically in reference to the zanuka hunter encounter. honestly does it really matter. who loses now.
    11. see 9

  19. Ember will be heavily hurt by the shield gate changes. if her inferno bug that has been in the game since September last year is not fixed.

    Currently inferno casts do not provide shields for the energy spent which they did prior to update Update 32.0 (2022-09-07) "Fixed Brief Respite Warframe Aura Mod affecting the Operator.", causing this issue for any Warframe with "energy per target" abilities which applies to two frames. Ember and Ash.

    With Ember being heavily effected by this, as inferno max cost is 100 energy. with only fire blast being her other reoccurring cast ability. as fireball is her most subsume off ability. 

    this is a major issue for her survivability as a whole. is part of the main reason people consider her in a bad state even though she is very strong other then this issue and her inability to armor strip acolytes and demos STILL (also a bug that needs fixed). 

    its most probably the only viable route for ember through the shield gate changes is to use Catalyzing shields as one cast of fireblast would allow her to avoid death as this will give her 92 shield pool. but this also means removing 1 mod. the side effect of removing a single mod from ember push's her into a very linear line of build set up mainly focused around nourish being the subsume in use, making best possible builds for her all the same. where as currently there is multi options for her based around shard use. 

    In conclusion my main suggesting for fixing ember Beyond fixing her inferno not functioning with energy spent to shield mods and her fireblast not effecting Acolytes and demos, would be to make exothermic a base part of her ability rather then an augment, and instead provide an augment that makes inferno apply magnetic procs on impact proc with a name like circuit overheat. 

    Edit: also Arcane Steadfast would be better changed to be "on ability cast: 20% chance for the next three abilities to be refunded" instead of "abilites will not cost energy" as this hurts shield gating ats its 3 ability casts that block BR and augur mods.

    thank you for coming to my ted talk. 

    • Like 4
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