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Macalar

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Posts posted by Macalar

  1. "Ember for life" player here.

    I welcome the changes to World on Fire as I'd prefer to use this ability more actively rather than having it always on.

    But please also consider reworking Fireball and Fire Blast. Currently, I only use Fireball for breaking stuff on the floor such as traps, pulse mines, infested slime, etc. I never use Fire Blast for anything, and I've honestly tried to find uses for this ability. Its damage is negligible, and Accelerant provides better crowd control.

    I'd love to see some interactions between Ember's abilities, similar to what you did with Atlas.

    Please also consider changing the mechanics that allow enemies to become completely immune to Heat damage, such as Fire Eximus auras on high level enemies, or Proto Shields combined with Elemental Enhancement sortie mod (apparently these resistances stack additively). Ember's powers do Heat damage, and her toolkit encourages players to mod their weapons for Heat damage. It is not fun when you suddenly encounter a pack of enemies that fully ignore your damage. Make it so that the total resistance to any particular element cannot exceed 75%. Another option would be to let Ember change her damage type (and the element of her Accelerant vulnerability debuff) by changing her Energy Color, similar to how it works for Chroma.

  2. I'm pretty sure it was an intended change rather than a bug. Some Cyrillic letters got swapped with similarly-looking Latin ones, but it's important to understand that it takes a human to tell which letters look similar, which means that a human is doing it. Some image-recognition software could also do the trick, but it would have to had been applied by a human with the same purpose in mind.

    As to why the devs might want to screw up Cyrillic letters, I've honestly no idea.

  3. Some questions on potential changes to game mechanics.

    You've said that you changed your minds about making an overhaul to how Damage works (known as Damage 3.0), but are there any plans to at least change how enemy armor scaling works? (I.e. high level Grineer have so much armor that they absorb 99% damage you do. You can negate that armor just by equipping Corrosive Projections, but in random groups people will bring Energy Siphon vs lvl 100 Greneer most of the time. Thus the current design punishes solo players and people playing in random groups.) Wouldn't it be better if Armor was not scaling with enemy level, but was strong enough baseline, like up to 70% damage reduction for the most heavy units? And Corrosive Projection was just gone? That way, the many abilities / mods / status effects that can remove armor would be much more relevant, but enemies will still be killable when you don't have any means to strip their armor, you'll just have to shoot them 3 times as much.

    You've also talked about improvements for warframe Shields stat and mentioned the Shield Gating, but in my opinion the biggest downside of Shields is that they get bypassed by Toxin Damage and Slash Procs. Any plans on either removing this weakness or letting us circumvent it, perhaps with a mod? Like, Primed Redirection that provides the same stat bonus but also turns your Shield into Proto Shield?

    Thanks!

    P.S. Oh and by the way, any ETA on the Deluxe Skin for my beloved Ember?

  4. Same here. I think the launcher didn't update my client after I restarted. So my guess is, the server was updated but the client was not (for some players at least), therefore we can't join.

    Looks like someone had too much "red whine"...

  5. Prime Vault is indeed a cash grab, it was obvious from the start. But so what? Warframe never was a "pure" FTP like Path of Exile, but its business model is still pretty decent compared to most other FTPs. It takes very little money to get the cosmetics you want or the prime/vaulted parts you need. And the game itself is awesome, so why not support it?

  6. According to my testing:

    Rank 0 System Override gives no benefit.

    Rank 1 System Override gives +20% Power Efficiency for a few seconds (maybe 10) after the use of Zenurik focus ability (instead of for the rest of the mission).

     

    I'm so sad, this passive was the reason I chose Zenurik and built a Greater Lens for it.

  7. DESCRIPTION: Systemic Override (Zenurik tree passive) appears to be not working.


    Where: Tested in Mars Capture mission, Solo Play mode.


     


    CAN YOU REPRODUCE THE BUG? Yes.


     


    REPRODUCTION STEPS: 


    1. Equip Ember Prime with maxxed Blind Rage and no efficiency mods.


    2. Go to Focus UI, learn and enable rank0 Energy Overflow (prerequisite) and rank0 Systemic Override. Cooldown for the focus ability gets increased to 270 seconds.


    3. Start a mission, cast Fireball, check how much energy you've lost. For me it was 38 or 39 due to rounding. Expected theoretical cost: 38.75


    4. Wait for Zenuric Focus ability to charge, then use it. Cast Fireball again and check the cost. For me it was still 38-39. Note that Energy Overflow was working for me - my energy started to regenerate at a rate comparable to rank5 Energy Siphon aura.


     


    Note that I didn't play the mission normally. I started it and then alt-tabbed while waiting for the focus ability to charge, so I was probably flagged AFK for a while.


  8. Introduction (please feel free to skip this, I just wanted to provide some background)

     

    So I'm a die-hard fan of Ember. She is, and always was, my favorite frame (and last time I checked my profile, she was my most-played one). When I started to play Warframe more than a year ago, I was instantly drawn to Ember as I prefer to play "mage" archetype characters in videogames, and she fulfills that fantasy. And not only I like the playstyle, I also feel that, contrary to a popular belief, Ember is completely viable and is one of the most effective damage-oriented frames, definetely on par with Saryn but a bit harder to master. I've played a lot of T4 Survival 40-minute runs as Ember (and some 70+ minutes), and in most cases I never got downed (unless I tried to revive other players), and almost always I was the highest on Damage Done and the lowest on Damage Taken. I'm only talking about freerun T4S, with no camping setups, no 99% Bless Trinity, etc. In T4 Defense, the only frame that routinely outdamaged my Ember was a pre-nerf Mesa.

     

    My strategy and playstyle (you might also want to skip this)

     

    To maximize the efficiency of World on Fire, I mod for 185% Power Strength, 145% Power Range, ~75% Power Duration (I don't remember the exact value) and 175% Power Efficiency. I add either Redirection or Quick Thinking for survivability, and I always use Enemy Sense + Animal Instinct (on a sentinel) to get a 50 meter enemy radar, which is crucial for my playstyle. I also mod my weapons for Heat damage to take advantage of Accelerant, which increases Heat damage my enemies take by a factor of ~4.6 (at 185% Power Str.)

     

    My strategy is fairly simple - I enable World on Fire, debuff the enemies with Accelerant to increase the damage of World on Fire, and I shoot the toughest enemies with my weapon. Meanwhile I avoid all damage by constantly chaining moves such as Bullet Jump, Aim Glide, etc. or staying out of enemies' line of sight while they take constant damage from World on Fire (Enemy Sense is crucial for that). When I want to briefly stop moving while there are enemies in my line of sight, I stun them with Accelerant. Therefore I only ever take damage when I make mistakes.

     

    I know there are people who build Ember for melee, but I never tried this playstyle so I won't comment on that.

     

    Feedback on recent changes

     

    By recent changes I mean not only the ones that occured a week ago, but also the ones from a few months back. As far as I can tell, they were meant to make Ember more accessible (i. e. easier to play), and thus more popular.

     

    – World on Fire cast time significantly reduced, and casting Accelerant reduces it even further.

     

    I understand where this came from – a lot of players who disliked Ember told me things like "Her ult takes ages to cast. I run into enemies, I start casting my ult and I die before I finish it." Now her ult is as fast as Nova's if not faster. Personally, I dislike this change for two reasons. First, having a long cast time added a much needed strategic depth to otherwise very simple gameplay. Whenever I needed to cast my ult, I had to ensure I don't get attacked while doing it. Meaning, I had to either stun enemies with accelerant or hide behind a crate, or cast it while jumping or sliding. Second, I loved the old animation. It really made me feel like I was casting an extremely powerful spell which takes time to execute but is absolutely devastating. Although with this change Ember became more accessible, for me it made her a bit less enjoyable.

     

    – World on Fire now hits 5 enemies on its first tick, and it can attack things like cameras and turrets. 

     

    I like this change, nothing to complain about.

     

    – World on Fire's Status Effect chance now scales with Power Strength.

     

    Same here, a pretty straightforward buff.

     

    – World on Fire now always hits the target which is closest to Ember.

     

    This one I'm extremely frustrated with. I think the purpose was to add defensive value to World on Fire. (Some players expect it kill enemies before they can harm them, but it doesnt work this way. Unless you use the defensive measures I outlined above, you'll die.) So what's bad about this change? If the closest target doesn't die instantly, it gets hit again and again, to the exclusion of all other targets. If the closets target is invulnerable for some reason, World on Fire becomes completely useless until you kill this target through other means or reposition yourself. Also, this change completely negates the value of increased Status Chance: when you face tough enemies that don't die to a single World on Fire tick, you want it to alternate between targets to set them all on fire, but since World on Fire always hits the closest enemy, it means that, in most cases, only one enemy will be burning at a time. And in a situation where you face, say, one Ancient (that takes 12 ticks of World on Fire to die) and five Lancers (who take just one tick to die), you want World on Fire to quickly kill the Lancers while you shoot the Ancient with your gun. Currently, if the Ancient is the closest target, World on Fire wil repeatedly hit it until it dies. My suggestion: make World on Fire hit random targets in range, as it did before.

     

    – World on Fire now lasts until toggled off, drains energy over time and doesn't allow Ember to get energy from Team Energy Restores or Trinity's Energy Vampire.

     

    This may look like a buff and a quality of life boost, but I dislike this change for three reasons. First, disabling energy gains from EV completely invalidates low-efficiency Ember builds that rely on constant supply of EV. (Previously, getting an EV Trin and slapping Blind Rage + Overextended instead of Streamline + Fleeting Expertise felt like a blast.) Second, the constant energy drain leads to energy orbs sometimes being wasted: whenever I'm at full energy and my ult is on, I lose 1 point of energy every second, and thus my Carrier feeds me all the energy orbs I get close to, effectively wasting them. When World on Fire had a fixed cost to cast, this never occured. And lastly, my World on Fire is now almost always on, which means that in most cases I only actively use one ability (Accelerant) where previously I used two, so my gameplay feels less engaging.

     

    Other Suggestions

     

    Overall I'm pretty happy with Ember as she is now, but here are a few things that I feel would benefit her.

     

    –  Please consider removing the Heat Damage Resistance bonus from Arson Eximus' aura.

     

    I bet that most players don't even know this mechanic exists (it's not documented on the wiki, as far as I can tell). It may look like a small thing but to me it feels like Ember's biggest problem. Every Arson Eximus buffs its nearby allies with an aura that reduces their Heat Damage taken (it might also have other effects, I don't know). This Heat Damage Reduction appears to scale with enemy level, up to a complete invulnerability. Imagine my frustration when I run into a whole pack of enemies that are completely immune to my ult, and take very little damage from my weapons which are modded for Heat Damage. Besides, what's the purpose of this aura anyway, other than to be a pain in the butt for Ember?

     

    – Please consider reworking Fireball.

     

    Fireball is an iconic ability in fantasy videogames, and its visuals and sound effects are very well done in Warframe. I would very much like to be using it, but currently it just doesn't make sense at all. Fireball's direct hit does as much damage as a single tick of World on Fire (which hits like 4 times per second and does so automatically), while area damage is negligible. Here are a couple ideas:

     

    1) Make it a strong nuke with a small area of effect, sort of like Penta's explosion.

    2) Turn it into a DoT (damage over time) ability: for example, let it apply a "burning" effect (different from the regular Heat proc) which stacks with each Fireball cast and does damage superior to that of World on Fire.

    3) Give it some synergy with World on Fire. For example, each tick of World on Fire gives a stack of a certain buff to Ember. When she casts Fireball, she consumes all those stacks to increase the damge of this Fireball.

    4) Allow the damage to scale off of melee weapon mods, but only when Ember has her melee weapon drawn. This way Fireball spam could become an alternative to shooting guns, while producing a similar effect. This could also work for other underused abilities such as Frost's Freeze and Volt's Chain Lightning.

     

    – Please consider reworking Fire Blast.

     

    Currently this ability has two components: the lingering flames, which don't seem usefull at all to me (at least with the current implementation), and a radial knockdown with a chance of heat proc. Although this second effect is useful, Accelerant does the same thing (it briefly stuns enemies), but does it faster and better, and it's cheaper, and it doesn't check Line of Sight, and it increases Heat Damage Taken. Therefore I don't see any reason to cast Fire Blast other than for its spectacular looks. So, my ideas:

     

    1) Make it a fixed-duration aura around Ember that destroys explosive missiles and grenades that enter its range or are fired within its range. This will give Ember some much-needed team utility. Or it can be a ground-placed effect (like a wide circle of flames that destroys projectiles).

    2) Make it a means of replenishing Energy to Ember, like "Press the button to start channeling the spell, stand still for X seconds to regain Y energy). Or, "Consume all World on Fire stacks (see Fireball idea #3 above) to instantly replenish some energy"? This will allow Ember to use low-efficiency builds without an EV Trinity in her group.

    3) Meteor! Something big, flashy and spectacular, but preferably not just a bigger fireball.

     

    That's all I can currently think of. Thanks for reading my geeky ramblings!

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