CriticalFumble Posted February 2, 2018 Share Posted February 2, 2018 So with the Chroma change: 1: I assume the Vex build-up is still only from the damage to the casting Chroma? 2: Vexing Retaliation. Only triggers on Chroma damage around Chroma? Letting this trigger with in-range allies would be a nice bonus to that augment. Spectral still seems questionable to use. But all frames have at least one of those, and its an improvement. Link to comment Share on other sites More sharing options...
BloodReaperWolf Posted February 2, 2018 Share Posted February 2, 2018 you may use my account for Chroma I use him the most currently Link to comment Share on other sites More sharing options...
IeroFyre Posted February 2, 2018 Share Posted February 2, 2018 I'm loving these changes! Me and my bros were discussing earlier how we think Ember's WoF could be changed, and we are happy with this :D So excited for Zephyr and Atlas! Link to comment Share on other sites More sharing options...
BiancaRoughfin Posted February 2, 2018 Share Posted February 2, 2018 (edited) 27 minutes ago, [DE]Connor said: ZEPHYR Spoiler Some of Zephyr's abilities are cheaper to cast while airborne - details in progress. Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you’re looking, and Dive Bomb activates if cast while looking straight down. Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger. Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside. Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired. To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr’s more well-rounded kit should help reassert her air superiority. *Shrieks in excitement* Edited February 2, 2018 by BiancaRoughfin 1 Link to comment Share on other sites More sharing options...
JayKallis02 Posted February 2, 2018 Share Posted February 2, 2018 man when will the forced synergy model stop 1 Link to comment Share on other sites More sharing options...
Raptor_ODonnell Posted February 2, 2018 Share Posted February 2, 2018 So like.... can we make fireball useful? Link to comment Share on other sites More sharing options...
PrincessMittens Posted February 2, 2018 Share Posted February 2, 2018 Can you use my Volt please? I have a good "general build" that works for ALL of his abilities, and is a good showcase for his 4! Link to comment Share on other sites More sharing options...
-RAW-Pheronia Posted February 2, 2018 Share Posted February 2, 2018 Nice nerfs. Like Volt can DPS like other warframes. Lets make his ult damage decrease with range to your frame... And Ember. You cant even use her in high levels why do you nerf her Ulti? Again DE doesnt play their game and nerfs everything... Link to comment Share on other sites More sharing options...
GreyEnneract Posted February 2, 2018 Share Posted February 2, 2018 18 minutes ago, [DE]Connor said: With the above changes, the Ash player can continue moving and shooting after activating Bladestorm, while his clones do the dirty work! Plus, as an added feature, if a player wants to take advantage of the invincibility offered by the cutscenes (or just thinks they look cool), they can use Teleport on a marked target after activating Bladestorm to join in on the stabbing fun. Mag has seen many changes over Warframe’s history - her major rework in 2016 reinforced her role as a fragile crowd control caster, widening her usability across all factions. Although she performs well in the right hands, some of the synergies introduced in that rework did not have quite the impact we wanted. Plus as a starter frame, we want new players to feel like choosing Mag is a more viable option. Increasing the damage of shards created by Polarize should give Mag more kill power. Additional shield restore on Crush also offers a way to passively support your team while clearing crowded rooms! Ash needs something on Smokescreen to meaningfully differentiate it from Loki's stealth. All it has is a lower duration for lower cost, while duration is everything on stealth. While still, to do this day, people have wanted the old % of the enemy's shield (currently armor and shield) damage dealt on Polarize. Even if it was made a much lower %. I honestly don't understand the Crush buff at all. Polarize already restores shields. Crush is supposed to be Mag's full damage ability, yet it can't do that still. As a side-note, I see what you've done to World on Fire. The same mechanic is on Valkyr's Hysteria and it's absolutely horrid. In this case, Ember benefits more due to how her World on Fire works. However Valkyr players would really just prefer 99% damage reduction over 100% if it means her ultimate isn't gated by insane energy draining. 2 Link to comment Share on other sites More sharing options...
Skully938 Posted February 2, 2018 Share Posted February 2, 2018 You can use my account for ember or banshee i have a resonating build set up, and ember is world on fire apliccable Link to comment Share on other sites More sharing options...
Kurambik Posted February 2, 2018 Share Posted February 2, 2018 26 minutes ago, [DE]Connor said: ASH Bladestorm - Upon activating Bladestorm, Ash’s clones will do the stabbing, leaving the player free to act. Ash can choose to join in the execution by using Teleport on a marked enemy. Why remove the functionality of teleport when you can just press 4 again to join? Because I assume you cannot reuse 4 'til the clones are done with the enemies so why not? Link to comment Share on other sites More sharing options...
Yasringr Posted February 2, 2018 Share Posted February 2, 2018 You can use my Mag and Zephyr Builds for tests Link to comment Share on other sites More sharing options...
Fulgerion Posted February 2, 2018 Share Posted February 2, 2018 Use my Chroma! Link to comment Share on other sites More sharing options...
MechaHaos Posted February 2, 2018 Share Posted February 2, 2018 I volunteer my account. PC N. America MechaHaos Ember Link to comment Share on other sites More sharing options...
Crousere Posted February 2, 2018 Share Posted February 2, 2018 Awesome changes! Link to comment Share on other sites More sharing options...
Kelarflame Posted February 2, 2018 Share Posted February 2, 2018 (edited) Please Use my Ember Builds. I admit I haven't played in a while, but I had some Ember Builds that I really liked. Edited February 2, 2018 by Kelarflame Link to comment Share on other sites More sharing options...
DarkAgate Posted February 2, 2018 Share Posted February 2, 2018 (edited) you can use my account for Ember or Atlas (or Gara, Volt, etc. you may wana check what your going into before doing anything..) Liset is not very decorated right now, so dont judge me too harshly. lol. Edited February 2, 2018 by Darkagate Link to comment Share on other sites More sharing options...
RickDamas Posted February 2, 2018 Share Posted February 2, 2018 (edited) Fell free to use my account for Chorma, Gara or any other frame. Edited February 2, 2018 by RickDamas Link to comment Share on other sites More sharing options...
(PSN)EriBerrySnerk Posted February 2, 2018 Share Posted February 2, 2018 My account can be used for Volt Link to comment Share on other sites More sharing options...
Melonrose Posted February 2, 2018 Share Posted February 2, 2018 Please use my account for Mag Prime, Gara or Ember Prime! Love to see those changes. Link to comment Share on other sites More sharing options...
Shiveranna Posted February 2, 2018 Share Posted February 2, 2018 What about Equinox's Mend & Maim Augment? It was DElayed but no context on what it will be or when will it be released. Link to comment Share on other sites More sharing options...
skRose Posted February 2, 2018 Share Posted February 2, 2018 Give me literally any of those frames for testing. All I do is craft builds, so - if you use my account for 'em, I'd be more than happy to volunteer mine for usage. I'll make it work, honestly. Link to comment Share on other sites More sharing options...
TonnoTuna Posted February 2, 2018 Share Posted February 2, 2018 Will you be able to cast abilities with the new Resonating Quake augment? As I see now, it's exactly the same thing of now, Double range means with maximum Ability Range 112 meters, and if it has no delay between casts, this means that the CC is exactly the same (if my calcs are right, the maximum radius now is 98 meters). The possibility to cast Sonar while in Sound Quake would allow to a faster farm machine. I'm also a bit skeptical about Petrify, no improvements on the visual effects? As I see it now, it's just a cone that reduces your vision. Link to comment Share on other sites More sharing options...
Kalvorax Posted February 2, 2018 Share Posted February 2, 2018 (edited) I'm loving the zephyr changes :D as well as chroma ofc :D that banshee "ultimate" at BASE duration is...well quite low *that being said, if it slowed the rate of enemies getting up would be perfect if it was this low at base*.....not too great even for CC...(ANCIENT DISRUPTORS) Edited February 2, 2018 by Kalvorax Link to comment Share on other sites More sharing options...
AlekVen Posted February 2, 2018 Share Posted February 2, 2018 (edited) Okay, about the World on Fire. COME ON DE, let me show you: Let's define effectiveness as Damage*Area/Cost. E = DA/C. Now let's define current effectiveness as E0 = DA/C And let's dance. We get double the damage at double the cost. D becomes 2D, C becomes 2C. Easy enough and still fair. Now you halve the radius. As we know, area of a circle is defined as A = пR^2. Halving the radius actually means that A will become A/4: п((R/2)^2) = п((R^2)/4) = (пR^2)/4 = A/4 So after-rework effectiveness becomes E = (2D) * (A/4) / (2C) = 1/4 DA/C = 1/4 E0 What I'm saying is that this "change" objectively nerfs Ember's ultimate up to FOUR TIMES. Does this seem fair to anyone? It doesn't seem fair to me. Edited February 2, 2018 by AlekVen Link to comment Share on other sites More sharing options...
Recommended Posts