Warframe Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs! |
- Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs!
- 3 Octavias walk into a bar...
- the Brits when they heard tea was invented
- Deadpool & Negasonic Teenage Warhead
- A Surgeon recognised me doing the vor monologue
- Spent nearly an hour trying to get to the Cetus tower only for this to happen
- NANI MISUFAIRINGU SHISTEMU?? (Initial D x Warframe fanart)
- Really wish that duplicate items like helmets, and other accessories were able to be sold, or at least hidden.
- Though they are gone. At least I can remember them in a game I love.
- Excavator is ready to go, keep it powered and protect it from enemy fire.
- That feeling when
- chibi: Limbo (by ctrlkun)
- I didn't win Fanforge so might as well post it here
- Vauban & Ash Prime Vault Opens SOON!
- Would love to see more of Warframe's civilian society
- Introducing a friend to the game on the Switch. Guess she's not even trying to hide it anymore.
- I'm absolutely loving my new dojo colors. The hard work to get those pigments really paid off.
- Shadow nerf to Gas status effect
- The Lord of Thunder vs the undisputed champion
- 400 John prodman's autographs - World record (PC)
- Looks like this is just gonna happen from now on. (This is tilting me, the sequel)
- Traces should be more accessible / easier to collect
- I keep doing this whenever someone's back gets owned by a lich
- The Old Blood update is in Cert for Consoles!
- My kavat is basically a walking aurora borealis with this ephemera
- Ember Rework: How does it work? + Feedback
Warframe Weekly Tunes-Day | Share and Request Mandachord and Shawzin Songs! Posted: 12 Nov 2019 07:32 AM PST This thread is for sharing, discussing, or requesting Songs for our two musical instruments: the Mandachord and the Shawzin. Songs can be shared or requested any day of the week. Want to present your newest musical masterpiece or maybe just find someone to create one for you? Fear not, all you Octavia mains and Shazwin heroes. This is the right place for you! If you wish to just view top level comments (i.e. songs or requests) add ?depth=1 to the end of the page url. And remember... Songs can be shared or requested any day of the week![link] [comments] | ||
Posted: 12 Nov 2019 03:09 PM PST
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the Brits when they heard tea was invented Posted: 12 Nov 2019 08:34 AM PST
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Deadpool & Negasonic Teenage Warhead Posted: 12 Nov 2019 01:11 PM PST
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A Surgeon recognised me doing the vor monologue Posted: 12 Nov 2019 07:39 PM PST About 6 weeks ago I had an operation to remove a cyst/boil and just like the event it hasnt come back, Because when you go into an operation they need to put you to sleep and you become super drousy and delerious when this happens Somehow I spouted out majority of the Vor Monologue (Look at them, they come to this place.) I look over and I see one surgeon laughing his ass off and I was so glad he got that. shout out to australian surgeon, youre a legend mate [link] [comments] | ||
Spent nearly an hour trying to get to the Cetus tower only for this to happen Posted: 12 Nov 2019 12:12 PM PST
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NANI MISUFAIRINGU SHISTEMU?? (Initial D x Warframe fanart) Posted: 12 Nov 2019 01:35 AM PST
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Posted: 12 Nov 2019 04:03 PM PST
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Though they are gone. At least I can remember them in a game I love. Posted: 12 Nov 2019 06:05 PM PST
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Excavator is ready to go, keep it powered and protect it from enemy fire. Posted: 12 Nov 2019 08:16 AM PST
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Posted: 12 Nov 2019 12:32 PM PST
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Posted: 12 Nov 2019 03:57 PM PST
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I didn't win Fanforge so might as well post it here Posted: 12 Nov 2019 04:08 AM PST
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Vauban & Ash Prime Vault Opens SOON! Posted: 12 Nov 2019 11:49 AM PST The masters of stealth and tactics are coming back! Returning from the vault, Ash Prime and Vauban Prime are perfect additions to any Tenno Arsenal. Soon you'll be able to earn these Warframes and their Weapons or get instant access! To make room for these two Prime treasures, Saryn Prime and Valkyr Prime will be re-entering the vault. More information on an official closing date will be coming soon! Learn more about Prime Vault here. VAUBAN AND ASH DUAL PRIME PACK FEATURES: image
VAUBAN PRIME PACK FEATURES: image
ASH PRIME PACK FEATURES: image
VAUBAN PRIME ACCESSORY PACK FEATURES: image
ASH PRIME ACCESSORY FEATURES: image
The Prime Vault opens soon on PC, PlayStation 4, Xbox One and Nintendo Switch! [link] [comments] | ||
Would love to see more of Warframe's civilian society Posted: 12 Nov 2019 10:44 AM PST Or at least have more interaction within the ones we currently have. Cetus is a small trading colony and Fortuna is basically just slave labor camp, we've seen all they have to offer, so I'm not really referring to them. I'd really like to see more Tenno owned settlements, like the relays. Surely if the Tenno can build and defend such massive structures, they must be have the ability to plant a city somewhere. Go the one of the old relays and look up, there are hundreds of ships passing by every minute, the Tenno faction is clearly capable of high-society, yet all we have to show for it is a docking bay with syndicate rooms. [link] [comments] | ||
Introducing a friend to the game on the Switch. Guess she's not even trying to hide it anymore. Posted: 12 Nov 2019 03:43 PM PST | ||
I'm absolutely loving my new dojo colors. The hard work to get those pigments really paid off. Posted: 12 Nov 2019 01:24 PM PST
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Shadow nerf to Gas status effect Posted: 12 Nov 2019 08:54 PM PST After the update 26 hits dealing killing blow can not proc status effects. [link] [comments] | ||
The Lord of Thunder vs the undisputed champion Posted: 12 Nov 2019 07:36 AM PST
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400 John prodman's autographs - World record (PC) Posted: 12 Nov 2019 08:56 AM PST
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Looks like this is just gonna happen from now on. (This is tilting me, the sequel) Posted: 12 Nov 2019 10:01 PM PST
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Traces should be more accessible / easier to collect Posted: 12 Nov 2019 01:14 PM PST Before I start, let me clarify I'm not a noob. I have been active on this game since it released to console in 2014 so I feel I can have a right to an opinion, since people on here can't wait to write each other off as noobs. I digress. Sure, if you're gathering 20 common drops, you'll gather up a good chunk, maybe 250? The issue is that without a booster they are absolute hell to farm. A perfect example of how bad this can be is Vauban Prime relics. Vauban parts are only rare, meaning that if you wanna get his parts, it's 100 traces per relic. That puts you at needed a MINIMUM of 400 traces if you have insane luck and get all 4 parts in 4 runs. Let's say you don't though. You must now do 5-7 Axi missions to get enough traces to make just ONE relic max level. Even when running a survival or defense, it can take 30-45 minutes to get about 60-70 traces. This is absurd, and can lead to a literal week of doing nothing but grinding for a single frame just because of the trace famine when working with rare drops. Solutions are plentiful: - A simple increase in the number of traces you get, or at least make the quantity floor higher so you don't get cheesed with like 7 traces as a reward. Something like between 20-35 traces for Axi missions. - Make it so you can dissolve relics into traces. Not a lot, but for example make a Lith relic worth 5 traces. That way I can dissolve my 10 that I don't need and get 50 traces I can use on relics I do need - Allow us to dissolve prime parts into traces similar to how we dissolve them into ducats - Decrease traces required for upgrading from 100 to 75 so that it's 25/50/75. Those 25 saved can go a long way I'm sure some dude with his 500 forma class, Smeeta, and a 90 day resource booster is gonna come tell me to just do a two hour Axi fissure survival, but for the rest of us more casual players who don't have the time to just sit down for 10 hours a day doing nothing but farming traces, any of the changes I've proposed would be healthy for the game. Adjustments to numbers or reasonable counters or suggestions are welcome [link] [comments] | ||
I keep doing this whenever someone's back gets owned by a lich Posted: 12 Nov 2019 04:35 AM PST
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The Old Blood update is in Cert for Consoles! Posted: 12 Nov 2019 12:44 PM PST
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My kavat is basically a walking aurora borealis with this ephemera Posted: 12 Nov 2019 05:35 PM PST
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Ember Rework: How does it work? + Feedback Posted: 12 Nov 2019 04:44 PM PST Foreword I've been testing stuff in the simulacrum on my own since the patch and it seems like each time I try to write this I end up going back to test another idea instead. So today I'm going to brute force through what I have and I'll try to get everything right the first time. To be clear about what I know, it'll look like that and what I think will look like this. As much as possible, I'll use base values for numbers. Heat Not kit-specific, but there are a few heat-specific effects and comments I have to make, so I should share how heat is working too.
Despite how it's supposed to work, I've seen it fail to keep the existing heat proc's damage when I was testing between the Javlok (critical, area damage, heat proc) and Fireball (fully charged with full immolation, no combo). The change to heat procs are a huge increase in potential damage, most practically for removing armor, but also as heat procs can be repeated to cause ever increasing damage over time. Passive - Conflagration Ember gains +5% ability strength for each enemy within 50m that is suffering a heat proc.
I like her new passive, even though it serves little practical purpose. Increased damage is usually overkill and her other abilities cap out on ability strength early. Fireball - 25 energy Ember hurls a fireball at the target.
It's taken a lot of testing to understand how Fireball works. I've gone back and forth on whether charging it is a good idea, for example. Now that I understand it, I can say charged fireballs at full heat are fast and powerful, good for destroying tough targets, but this also drains energy fast. The ability would benefit from reduced energy costs as part of its combo benefits. The area damage also feels like an afterthought. The radius is small, the charged radius boost is small, the damage is less than half of the main target, and it isn't even guaranteed to light them on fire. It feels more like a fire bolt. Right now, the main target typically takes 700 damage and is guaranteed to be ignited for at least 400 per tick while others take 150 damage and aren't necessarily on fire. Increased radius on charged fireballs isn't a benefit if the area effect itself is so disappointing. I'd be happy with just one instance of 400 damage to all in the area if I could get 100% status chance on them all and hope to see 6m radius, which is impossible without using Overextended right now. (Yes, I'm saying I want my Fireball to have a 20' radius.) When the heat gauge is full, Fireball is charging from 1x to 6x, from 2x to 7x, from 4x to 9x, and from 8x to 13x. So full combo fireballs again shouldn't be charging, and casting multiple fireballs instead of charging will reach full combo sooner and at less energy cost, which is draining faster and faster if you're playing at full heat. It's enough to make me ignore the mechanic altogether, with or without Fireball Frenzy. This is another reason I'd ask to shift some of the damage bonus of Immolate's synergy from the charge mechanic to the base fireball. Immolation - costs 50 energy Ember covers herself in fiery protection that grows in intensity over time and provides benefits to her other abilities.
I'd really like all of Ember's ability damage to get some bonus from Immolation, or even all her heat damage or all her damage, and not just the charged part of fireballs and the lesser, over time, part of Inferno. As it is, playing at high heat feels like it has high costs and little benefit. Charging fireballs is basically a nonstarter until the heat gauge is nearly full, as it will constantly lose the combo bonus and doesn't justify the extra cost. When the meter is full, it can only stay full for a short time due to the energy drain, and then the extra cost of charged fireballs is ending it faster. I also realize that due to balance necessities, it may be better to have abilities with constantly acceptable damage instead of damage that jumps up and down with an immolate gauge that has to reset to 0 sometimes. Right now, the first ten seconds of overheat cost 55 energy (not counting that this state also turns off a bunch of energy regen effects.), the second ten seconds cost 155 energy, the third ten seconds cost 255 energy, and so on. Fire Blast - costs 75 energy Ember releases a wave of fire that ignites and knocks back enemies around her.
The cost is very high for what it currently does. If you don''t need to remove armor, it does very little damage at a very high cost. Because of obstacles, it often misses a few enemies when you do cast it. Then if you do need to remove armor, it only works well at or near 100 heat gauge, then you have to wait before it works again. If you miss one heavy gunner, you're just SoL until the gauge refills. I'd like to see a lower energy cost. It feels like an ability that should cost 50 energy or less right now. I'd like to see a higher cap on the armor removal. Right now it scales with strength but can only go down with negative, not up. I'd like to see it hit enemies more reliably. Right now I think it may be working on the Arson Eximus explosion, and it'd be really nice to know for sure that one of my abilities will set everyone in the room on fire. It also doesn't damage the environment. It passes right over containers and laser panels with no effect. As an ability, I'd rather it be more effective than less expensive. it's also necessary for managing the heat gauge. As heat management, I'm pressured for just the opposite. If I have a comfortable heat gain rate, I have to cast more than one fire blast per inferno and another fire blast for every two fireballs, and I don't want to spend a lot of energy on that, or reduce the heat gauge that much at once. As an idea, how about Fire Blast getting a cost reduction from high heat or high heat gain rate, and instead of reducing the heat rate by a flat amount, reduce it to half, rounding to the current 0.5's. As a final look, I think it deserves a better cost/reward ratio at high heat, better potential to strip armor even at 0 heat, and a look at how the heat gain rate is managed. Inferno - costs 0 energy + 10 energy per target, up to 100 energy. Ember calls down fiery meteors on enemies in front of her.
This one's a doozy. The massive impact damage and subsequent heat proc make simple fireballs tremble before its might and efficiency at pummeling individual targets. The spreading rings of fire speaks to a desire for this to spread and stack up damage for multiple enemies too. Fireball has in its corner longer range, the ability to pick out a single target among many, and the destruction of 8x combo fireballs. Inferno has everything else, as it covers the screen with big, efficient damage. As enemies typically die on or shortly after impact, the ring of fire portion of Inferno isn't making a good impression. Also, enemies that pick up the spreading flames instead of getting hit by meteors directly don't actually get ignited. So that's the two things to be addressed. First and foremost, the ring of fire shouldn't end just because the victim dies. Burn the bodies. Second, the ring of fire damage should have some ability to cause a heat proc, even if it's just on initial application. I understand even a small chance of a heat proc from the damage over time could result in rolling heat ticks that deal massively more damage. I'm okay with that, but I understand if you aren't. Do at least consider a guaranteed heat proc when an enemy first picks up a new ring of fire. _______________ So that's what I know, and that's what I think so far. Overall, Ember's rework seems fine right now, but I think a few tweaks could have it really shining. I initially thought I'd more to say. Maybe I forgot something. [link] [comments] |
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