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(XBOX)Graysmog

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  1. Ember only removes Armor and Heat doesn't work especially well against Shields. Her not being as effective against Corpus isn't really surprising. You'll have to build around that for obvious reasons. Hopefully DE looks at how inconsistent damage from her 3 and 4 can be, but that's a separate issue. Completely on her own without any help from outside sources like Helminth? No not as well, a lot of DPSframes usually resort to changing up builds drastically in order to nuke things that have basically doubled their defenses. You usually need a lot more investment, but you can still do it. Ember generally requires a lot of spamming and can be really Energy hungry if you try to do it without stuff like Roar or Breach Surge, but again, you can still do it. Saryn for instance has her Spores and 4 fall off pretty hard in SP, so you need extra stuff to supplement it, like Helminth or Archon Shards. Either that, or you can just go nuts with pretty bonkers Toxic Lash builds that really don't care what level the enemy is. Gyre doesn't exactly nuke in SP either without some help from Armor Strip in some fashion, but it's not like she's magically not a DPS option anymore.
  2. Ember is a DPSframe first and foremost. Being similar to other DPSframes and doing things a bit different while still being a valuable option in the same category is kind of a given. Ember overall is fine and does work as a DPS option, it's mostly just that Fireballs damage isn't very high and stops really being used over the usual Fire Blast and Inferno combo. It falls behind the rest of her kit and could use a touch-up. Yes I'm well aware, and that's what I was mostly suggesting. A buff to Fireballs damage, and the different ways you can go about it, like increasing the base damage or making multiple Fireballs occur on cast instead. Not really sure why I have to keep repeating this, I never said Ember was awful or something, I said Fireball could use a buff.
  3. What? 90% of damage abilities aren't useless in SP, that's a gross exaggeration. Most are fairly decent or have options to work just fine for SP, which is true even for Fireball, the Augment is a decent option for SP. The problem is Fireball sucks by itself. You're already admitting it has a problem by saying it's just "ok-ish" at it's job as a DPS ability. Spectral Scream is one of the worst DPS abilities in the game, it has been a constant point of exasperation since DE has upgraded it quite a bit and it still doesn't do much of anything. I'm really not sure why you're even bringing this ability up as some kind of point? We're also talking about Ember here, not Chroma, who is known more for how tough he can be and his weapon DPS over his ability DPS regardless. It actually makes more sense for Spectral Scream to not be great at damage, even if it still shouldn't be THAT bad. A lot of the game is being updated to deal with SP and content similar to it like Archon Hunts, you have shield changes, elemental changes and entire Warframe reworks to have a character handle higher level content with more versatility. DE wants to give us more options, and that's why things are being buffed or changed in general. If that wasn't the case, why would DE buff characters like Hydroid to his current level when he worked just fine for the star chart? Warframe is a constantly evolving game, and thanks to that, things get nerfed and buffed accordingly to keep up with the current level of content. Duh, I'm well aware not every Warframe is Gyre or Dagath, I already pointed out Warframes not as focused on pure Ability DPS like Trinity, Loki, Harrow, Frost and so on. Ember however is a lot more like Saryn or Octavia, she's heavily built around killing things in a large area fairly quickly. So yeah, she's supposed to be in that same ballpark and functions fairly similar to Gyre or Dagath.
  4. Why would you ever think Fireball is good CC of all things? CC implies something that hits a group, since it's "crowd control", and Fireball is mostly single target since it has a tiny 2.5 meter range. It can kind of do it, sure, but you have two other abilities if you want CC. Fireball is mostly supposed to be a damage ability, it has a really high damage increase built into it for holding it down for the charge, then it has a recurrent cast multiplier, THEN it has the flat double damage increase from anything already on fire on top what fire already does. Yet like you already admitted, it falls off pretty hard in SP and doesn't really justify the energy cost over just casting Inferno again. The only real issue Fireball has is that the base damage isn't very high, 400 damage is kind of pitiful at higher levels even with a ton of multipliers and you could easily fix that by just increasing it. It still slaps at lower levels, and now it works better at higher levels without relying on a completely different usage case from the Augment. You use the Augment for gun damage, not for ability damage. I'm mostly suggesting things like multiple Fireballs on cast so you don't have to cast it as much (as it'll increase the multiplier faster in two casts instead of three) and so it has more area coverage. I can understand this argument for say Loki or Harrow, they aren't ability damage Warframes almost entirely based on obliterating everything on the screen with raw DPS. This is Ember though, her kit is literally designed to kill and delete things. Heat is purely a DPS option even for modding with very light CC. I don't see why this is such a strange suggestion.
  5. I really don't see how something being so minor to a Warframes play style is good, especially when it's so bad by itself that it can be Helminthed off. I don't think Fireball should just have the Augment baked in for obvious reasons, but making it better at taking out an enemy or two really isn't too much to ask. The rest of her kit could use some tweaks for sure, but Fireball is probably the easiest to fix since it's mostly just a damage increase. You could totally increase Fireballs base damage so the multiple cast gimmick works a bit better, maybe even give two extra balls that spawn to hit other enemies to help it spread the damage a bit better. If that's not really going to fix anything, give it some utility, Ember would be pretty happy with a grouping ability considering how her 4 works. Would you not want Calibans Razor Gyre to be buffed in some capacity even if it got a good Augment?
  6. Well if I had to throw my hat into the ring, I think the easiest way to buff Loki is just to lean into his strengths, tweak a few effects, give him a stronger Passive and maybe combine some of his kit to get a whole new ability. Try giving Loki a Passive based around being seen, a detection bar if you will. Loki receives a damage buff the longer enemies aren't looking at him, and while he's visible the buff decays fairly quickly. Make it something simple, like a weapon damage boost. You can easily keep the wall latch as well, and maybe give him an eye-shaped icon in the corner to tell you if you're actively being seen. ST and Decoy should just be rolled into one ability yeah, there's no real reason at this point to separate them when the two abilities are intrinsically linked together. Decoy has its Duration halved and creates an AoE guaranteed aggro pull based on range while being invulnerable. ST now has synergy with a different ability in Loki's kit, which we'll just call Trickery. Switching in general now creates a blinding AoE at Loki's location and the enemy/ally location. Switching with Decoy specifically increases the Range. You no longer have to target Decoy directly, if you don't have a target, you just switch with Decoy automatically. I don't think Loki really needs any changes to his 2, but if I was going to change anything about it, I'd ask for a speed boost based on his detection bar. You keep staying out of sight, you get a better boost. Trickery is a new ability you can have the most freedom with by far. Personally I'd give Loki some kind of enemy alert reset that increases the duration before you're actually seen, as I feel a blind is a good option, but more abilities related to dealing max sneak attack damage like Sleep should be considered. Maybe just a flat increase to sneak attack damage as well, that's the general of style of play Loki wants, so keep trying to make it work. Radial Disarm probably doesn't need anything at this point, a giant disarm is still really effective at the end of the day, I would maybe just suggest giving enemies an attack debuff so they don't end up dealing more damage than they would with guns, as that seems counter-intuitive to what you're trying to do with it in the first place. Maybe also add the Augment to the ability by default as well, and just make the Augment do something else like a knockdown or much longer stun.
  7. I'm not inherently against it, but I would definitely try it out on Necramechs first and tweak it accordingly. They need way more Mods, Arcanes, Augments, insane base damage buffs, damage type tweaks and quite a few mod value upgrades to even be considered worth our time. We technically already have them in a very limited form with Bonewidow and Titania, and they both just kind of suck. Ironbride is far better currently however and should be what we look to upgrade other Arch-Melee to. My only issue with them is I don't think they'd be all that interesting, a slow melee weapon is utterly worthless, so making them the "big and heavy" option already doesn't make much sense. They'd need their own gimmick or style of play, and that's a tall order.
  8. Honestly that's just more incentive to give Chroma an actual worthwhile Passive, like one that gives him Energy through the whole Rage mod mechanic or making it so elemental kills give a flat amount. I'm also personally hoping that DE just gives him a heal in some fashion, he's a tank who thrives off of constantly taking damage and he doesn't heal? It just seems counter-intuitive. Chroma also just has some dumb mechanics, like having Effigy halve your armor on a tank frame or making it so you can't keep at least two Ward buffs between variants. He just feels so intentionally handicapped despite him really not being all that powerful outside of niche scenarios.
  9. Well, are we talking full overhauls or just mechanical tweaks? I'll assume both; Limbo - Probably the only Warframe left that has a really anti-team style kit that I would hope DE actually meaningfully changes. The Rift mechanically is just an inconsistent mess and his whole style of play just causes way too many issues. Atlas - While he's my favorite personally, his kit is really lackluster and only shines due to a bunch of odd ability and melee interactions DE is eventually going to change. I would hope the rest of his kit is brought up to par before they nerf stat sticks, just throwing Bulwark in the trash would be a great start. Caliban - Outside of how painfully bad Razor Gyre is, I think Caliban just suffers from a lot of really annoying and clunky mechanics a few QoL tweaks could fix really easily. Make him buff other DR sources in general instead of his diet Adaptation as a quick example, I want to like him. Loki - I think Loki is just really, really old and could use a full rework to bring him up to par with other Warframes. Outside of Disarm, his kit is just super outdated and could use some more TLC to bring him up to snuff.
  10. It's kind of weird that Grendel wants Power Strength and yet the enemies in his gut just die ridiculously fast, making you have to constantly eat and try to balance between good buffs and ability ammunition. I understand that's kind of the point, but it feels unnecessary and annoying. I would hope Grendel would just digest and damage one enemy at a time while the others are stored, it seems like having every enemy take damage at once on top of the strip just makes him burn though his reserves way too fast.
  11. The only real potential solution to this is adding gamemodes that just limit you severely. DE has done this already but really haven't knee -capped us enough. Extremely limited revives, no gear items, pretty nutty enemy DPS, inherent ability use restrictions, severe energy drain and so on. I know people want stuff like AI tweaks or mod changes, but at the end of the day those are too minor to matter, the only way we're going to see any challenge is if the game takes away most of our toys and forcibly makes things difficult. The game isn't normally designed like other co-op shooters, it's mostly a free-for-all.
  12. I'm still kind of surprised they added Lifted in its current state and just never felt like ... making more stuff do something similar to Rhino Stomp? If it isn't broken, who cares? Bonewidows' Firing Line is basically worthless now because of the change, Titania's 1 can be really annoying, Calibans' 2 is just awful and it's the worst on melee combos. I can't stand the effect, it's just MORE ragdoll and no one enjoys ragdolls in Warframe when it doesn't serve a purpose and just makes it harder to kill things. If DE wants to add more QoL, I can't wait until any form of ragdoll in this game is just buried. Strangledome is one I'm not a big fan of as an example you could easily fix by giving it the Hydroid treatment. If you want to keep ragdoll, then make it do something worthwhile.
  13. Revenant literally has an Overshield effect from killed Thralls and has Shields in general, I'm referring to Eximus Attacks ignoring Mesmer Skin but not bullets, a lot like Limbo. You'd want to obviously buff other aspects of his kit before messing with Mesmer Skin, but if other things are going to be buffed, Mesmer needs to have some type of vulnerability so you can justify those changes.
  14. If DE wants to nerf Mesmer Skin but buff everything else about Revenant I'll gladly take it. I just hope they don't do the whole Wukong Clone sort of nerf, it did need to be changed, but making it this odd ammo gimmick we got is overkill. You could've easily just kneecapped the damage and made it so the Clone has to reload so there's actual downtime. Make it so Mesmer has a lot fewer charges, make Eximus just ignore it so he's not immune to literally everything, there's a lot you can do really.
  15. I wouldn't go as far as to say the Mechs are trash, but good lord their kits are half-baked. 50% of each mechs kit is just not worth casting, partly because they have abysmal scaling, and partly because they just function in an obtuse way. Voidrigs Necramines function more like a shotgun with tiny range and Bonewidows' Firing Line applies Lifted since we all love ragdoll physics. That's just barely scratching the surface, but mechs are in a really weird spot right now for sure.
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