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Mu_Gera

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Posts posted by Mu_Gera

  1. On 2019-06-24 at 10:14 PM, FoxFX said:

    [SUGGESTION] ADDED EFFECT TO ATLAS'S PASSIVE

    Every step Atlas takes, he draws the earth along with him

    Oh that is very nice, though personally I'd say uncapping his rubble limit should be enough since atlas already has that and immovable.

    On 2019-06-24 at 10:14 PM, FoxFX said:

    PETRIFY SUGGESTIONS

    Actually the fact that the effect is cone shaped and not an aoe should be reason enough to instead tweak the damage multiplier aspect, like raising it to strangle dome levels or making it be affected by strength mods. It's also due to fact that petrified enemies are immune to new status, and that can end up making armored enemies more tanky.

  2. The fact that the second balefire has no real function and the deactivation slam being extremely wonky leads me to believe it isn't fully finished. Though I'm not sure of the fact that there's a height limit and pillage doesn't work during the ult could count, but I would.

  3. On 2019-06-22 at 6:35 AM, Tovon said:

    3) Rubble Passive - No mechanic or stat changes

    How about uncapping the rubble limit? It wouldn't be as strong as you think since you'd only get like 94% dr at around 5000 rubble and the decay would still be active, but it's better than having it capped.

  4. On 2019-06-15 at 1:18 PM, BlachWolf said:

    Ember suffers from three problems. Firstly armor

    Secondly, her dmg type is fire one of the worst damage types ingame

    Garuda can force bleed procs, Wisp can proc Corrosive with her 4, Hildryn can strip armor in an AOE and Revenants 4 can proc corrosive on armor.

    And the thing is even frost can reduce armor on his ult, I'm pretty sure it's completely fine if they come up with a way for ember to melt armor or something, maybe with accelerant or WoF's overheat.

    As for fire damage itself, it's not the worst damage type (magnetic), but it is specifically the worst damage-over-time proc since it doesn't stack like the other DoT damage types. If that's fixed, than you both fix a bad damage type and give embers kit a good foundation along with any other fire abilities.

  5. It would be great to not have rev just spin around but I feel like they might be averted to allowing danse to be aim-able sense it would overshadow wisps sol gate. Otherwise, the least amount of work do to fix it is improve it's damage adaptation, make the base damage radiation, and make the status chance mod-able.

    23 minutes ago, Sharkgoblin said:

     STOP KILLING MY ENTHRALLED TARGETS 

    Cause of the way the thrall mechanics work, you're better off manually spamming thralls anyways.

  6. 20 hours ago, DeMonkey said:

    Passive

    Definitely agree. what I don't like about the passive isn't just that it's limited, glorified revives, it's also that it doesn't provide any other benefits unless you die.

  7. The passive is by and large not the worst one there is, but I think nidus' undying or tek assault do a better take on passive immorality. Nidus' especially since it's more engaging, refillable, and provides other passive bonuses that aren't conditional on death.

  8. On 2019-06-15 at 9:23 AM, (PS4)FK2P said:

    DPS roll warframes like banshee, ember, Mesa to SOME extent, saryn, equinox were great damage warframes back in the day, but now as more content requires more damage to be done against large non-mob threats, most of these frames don’t work at all, and what’s worse, most of these frames have no counter abilitys because when they were designed, damage was their strength, and their kit was designed as glass cannons

    I mean mesa, saryn, and equinox can still reliably dps at higher levels with mesa and, to some extant, saryn being actually decent tanks.

  9. 35% more strength and energy regen is useful, but the fact that to get the most out of the passive is to dedicate a weapon for it already makes it a bad passive fundamentally. And besides, 35% more strength is useless where ember shines best which is only low levels. Meanwhile her damage is always awful at levels higher than 40 even with accelerant, so the most her kit contributes is mediocre cc at high levels.

    Incidentally that's actually what her problem is, the rework didn't fix the fact that while she's still good in low levels, she's honestly trash at higher ones. That said I would take banshee over ember in sortie level content 100% of the time, even a pure quake banshee.

  10. Great general play frame, the only things that are lacking is sol gates firerate/damage tick rate being painfully slow and line of sight limiting breach surges spark mechanic.

    Oh yeah, breach surge sparks seem to have a weird way of accounting multiple damage sources, maybe that could be looked at aswell.

  11. 14 hours ago, Sigma-118 said:

    While I think I get wat you mean im not sure its right to call that "detrimental" since its just a limit so that at some point youll have to cast it again rather than the ability just being some kinda perpetual motion machne of slave making. I specifically think of synergy 1+4 (2/2) as detrimental beause it takes all the time encapsulated into that limit and shreds it all the way down to zero bloody seconds. 

    The perpetuallity wouldn't matter since there's a hard thrall limit anyways, which counts all thralls from initial casts, other thralls, pillar projectiles, and other thralls from the pillar projectiles.

    Well it excludes enemy summons and enemies that are turned perma-friendly instead of thralls from the pillar projectiles but the latter's a bug.

  12. The tick rate for sol gate is still pre-beam-weapon-buff tier. On that note, don't know why the haste mote synergy doesn't increase its fire rate instead of damage, the health mote could then increase the damage by 100% to make up for it too.

    Surge breach also still doesn't focus more on the sparks than the blind so it kinda loses its functional identity against other radial blinds, especially with the line of sight requirement.

  13. Surge breach should focus more on the homing sparks than the blind. The blinding can be limited by line of sight but the spark effect shouldn't, and the spawn chance should be raised, affected by mods, or have a guaranteed spawn chance on a headshot.

    Sol gate also seems to have a low tick rate for damage/status that hurts it's performance, and also seems to spawn fire orbs along the beam that do nothing on contact with enemies.

    Wisp is otherwise a really well rounded frame with great aesthetics.

  14. The ult has a low damage tick rate which feels wonky, it'll do a tick of damage and then a second later it'll do another with nothing in between. Kinda fugs up the status chance potential too.

    On a minor sense I noticed her ult also randomly shoots out balls of fire from the sides of the beam, but they don't seem to do anything if they touch an enemy.

    • Like 2
  15. The enemy-turned-allied-forever bug is actually sorta nice, except when it stops certain missions from progressing since they're still considered enemies somehow.

    But enemies turned by the homing bullets not dropping pillars on death actually broke the ability, or atleast the spreading feature is better but at the cost of having less pillars spawned.They should either not count towards the limit or drop pillars on death.

  16. The heal of garudas 2 is a % of missing health so it's alot stronger than wisps healing depending on how low your health is, and the bloodletting/blood alter combo lets you spam it along with her other abilities so it's practically infinite. It's good trade off for not raising max health or being able you follow you.

  17. The damage could be better but her ult does good at what it does. Her 1 on the other hand should do way more damage on the initial hit cause 10% of an enemies health is actually pretty bad. You'd think it atleast proc slash on the first hit too atleast.

  18. I feel atleast her damage aspect could be improved indirectly by actually improving heat damage as a whole, by simply making the dot from heat procs stack like every other dot.

    If we're talking directly improving her, making WoF into an aura that hits all enemies in range instead of a couple but the damage reduces the farther away they are from ember would greatly balance out the damage, cc, range, and nuke problems. It's like a damage version of equinox's pacify but would still have it's own clear identity.

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