Jump to content

Greenshockclaw

PC Member
  • Posts

    269
  • Joined

  • Last visited

Posts posted by Greenshockclaw

  1. 3 hours ago, peterc3 said:

    DE should just make mods end in random numbers, with functionally the same result - just annoying all the people who pretend to have OCD because they like round numbers.

    Or they could do a stat squish and really make people squirm.

    Change intensify so that it gives +29.9999999999999999899999999999999999999999999999999999999999999%

    Ability strength

  2. On 2019-08-28 at 11:53 PM, ScytodiDaedalus said:

    I will agree absolutely that Speed needs a new name, It's as if Mesa's Shooting Gallery was called Damage, Equinox Day's Provoke was called Power(Ability) Strength, or if Loki's 4 was called Radial Disarm, oh wait that one is called like that.

    I disagree, the names of volt's abilities are way too long. Shock and speed are wonderful, but the other two, yeesh. "Electric shield" is way too complicated, it should just be "shield" for clarity. As for discharge... it's a good start, but it still has too many syllables. A name like "blast" or "wave" would be much more fitting. You could even call it "surge" if you want to get fancy

  3. 1 hour ago, Teridax68 said:

    Ember is the fire frame: her reliance on Heat damage isn't the problem, Heat damage itself is. We don't talk about how Volt is too dependent on Electricity damage, or Frost on Cold damage, because those damage types do mostly fine. Thus, instead of giving Ember a passive that makes Heat damage worthwhile for her only, we ought to rework Heat damage itself so that it's worth a damn. I'd personally be willing to get rid of the CC effect entirely if it allowed for the status effect to stack its damage, and maybe even enable spreading to nearby enemies. If this were to mean Ember would lose some CC there, she could always make up for it by having more on her abilities.

    While this is a common proposal, one that would also let Ember avoid the current redundancy in her kit, damage mitigation or avoidance I don't think is something Ember should have to rely on to work. Reduced enemy accuracy/percentage avoidance chances especially so, because those tend to be unreliable and still lead to players getting one-shot at higher levels. If Ember, one of the game's designated glass cannon frames, needs a survivability effect just to do her job, then the game's balancing of enemy damage is fundamentally broken and needs to change, which I think is the case. I'd rather have an environment where enemies deal reasonable amounts of damage at all times, and thus allow squishy frames to exist and do well, than one where even the squishiest frame needs some kind of durability steroid, simply because that's what everyone needs to be viable.

    AFAIK DE is still working on damage 3.0 and the game's overall difficulty curve. We don't know anything about what they have so far, or what changes might be implemented, so we can't design rework ideas around new systems yet. There's been a bunch of threads about overhauling damage, health, etc., but I wanted to keep this one just about ember for simplicity's sake, and so that the ember rework wouldn't be dependent on an accompanying gameplay rework. 

    2 hours ago, Teridax68 said:

     While I agree that World on Fire in its current state is the single biggest problem with Ember, I do think it's possible to salvage it. Currently, its main design issue is that the player can activate the ability whenever they like, and due to how poorly controlled the game's Energy economy is, they can hold the damage aura up basically forever. What could be a climactic expression of power becomes an ability that, as the OP said, is boring and voids synergy with the rest of Ember's kit. If the ability's activation were put under tighter control, however, for example some Baruuk-style meter that builds up when Ember sets stuff on fire, that flaw would be resolved, and Ember could be allowed to have a much stronger WoF that she'd have to use sparingly, as opposed to the current anemic version.

    Maybe. Personally I just don't like the ability at all, but I can't deny that it's possible to make it more interesting to play with. What if the current ability was combined with some part of heatwave, like maybe a weaker version of the energy reduction and the energy cost changes, so that using wof alongside her other abilities wouldn't be as expensive? 

     A nidus/baruuk-ish resource system like you mentioned could add a lot to the entire kit, letting you fuel up wof using her 1, 2, and 3 to unleash a devastating rain of fire and maybe temporarily power up all of her abilities while it's active, kinda like what gauss does with his battery and redline.

    2 hours ago, Teridax68 said:

    Side note, but I feel Fireball, and Fireball 2, should always set enemies on fire, even if Heat status is to keep its CC. It's really weird for a fire ability to not set enemies on fire, and given how easy it is to apply Heat status via weapons at this stage, there's no reason that the game's fire frame should have a harder time igniting enemies than some handgun made of scrap or whatever.

    With that said, though, there is much to the proposal that I like: turning more of Ember's abilities into skillshots that reward her for landing direct hits I think would make her significantly more interesting, and I think is gameplay many more frames could benefit from. While I may not necessarily agree with the function of every ability, I also like how the OP proposes to give every single one in Ember's kit a distinct function and their own advantages, so that she'd have a reason to use all of the toys in the box. Thus, I don't think it would actually take that many amendments to the above proposal for me to consider it the perfect update to Ember, and even with no changes at all, the OP's suggested kit would almost certainly be a direct improvement.

    I'll update Fireball 2's description. I wanted it to be just a little bit weaker to make using accelerant more appealing when you want to set things on fire.

    Also, thanks. If you have more ideas then I'd love to hear them, any suggestion can help improve the rework.

    • Like 1
  4. 5 minutes ago, Blexander said:

    Let me just get this straight, the 1st WoF replacement you proposed works as a damage/tick, right? If that's the case, it having armor stripping is good, if we assume that it doesn't strip armor once, but rather with each tick. this way, the initial hit of the skill would be the weakest. Armor stripping/tick fits her design of melting armor more, in my opinion.

    That's exactly how it works

  5. 36 minutes ago, Blexander said:

    Accuracy reduction is very inreliable depending on the percentage. Also, stealth is not something that fits Ember's theme. Having it be an AoE around Ember is ok, but its should be either regen or DR because accuracy is unreliable, as I stated above.

    It is unreliable, but it still does reduce the damage you'll take overall. I was thinking that it should sit at around 75% base, with mods bringing it to a cap of around 80-90%. It's not necessarily stealth, it's more like an extreme version of the mirages you'd see on and above the road on a hot day. I'm trying to avoid straight up damage reduction, but regen sounds interesting. Although I don't know how to make it an ability.

    46 minutes ago, Blexander said:

    The idea of an "ultimate" ability differs from frame to frame based on theme. For DPS frames to gain the full benefit of their damage, they need to shred armor before they use their strongest skill, unless the ability does true/finisher damage, but even then, they have armor stripping on their other skills. Notable examples are Saryn and Ash (with the augment for Shuriken).

    The armor reduction is there so that you do more damage to a target the longer you attack them, like what sol gate does. It also sets it apart from the other damage abilities in the kit by giving it a unique function.

    53 minutes ago, Blexander said:

    Maybe have it do % of current HP/tick with a minimum damage cap. That way you don't fall on the gimmick of giving frames finisher damage to make up for not having large numbers, and it doesn't make her an OP room-clearer for the sake of going toe-to-toe with meta DPS frames.

    I'll add it to the post. Switching to %hp runs the risk of being too weak against low level enemies and being too strong against high level enemies though.

  6. 19 minutes ago, Blexander said:

    Does it also cause slash procs?

    Fair enough, how about: Fire procs caused by ember will deal a percentage of their damage as finisher damage

    35 minutes ago, Blexander said:

    It's better, but bloated. It's unbalanced to have it knock down AND pass through enemies. Personally, I'm leaning towards it being able to pass through enemies.

    Noted

    35 minutes ago, Blexander said:

    It has a bigger base range than WoF, my dude. This is a straight up downgrade of Accelarant when it comes to casting.

    The main idea is that the casting location is changed from around the caster to at target location. a slight reduction in range in exchange for the added power of the ability and the ability to cast from a safe distance seems like an upgrade to me

    41 minutes ago, Blexander said:

    I'm not even going to comment on this one.

    I would be really happy if you did. i'm not against scrapping the ability entirely if you have a better idea

    42 minutes ago, Blexander said:

    1. Basically, just Hidryn's 4 and Ignis in one ability but with less use. 1.5. Armor stripping is nice though, but not on an "ultimate".

    2. I can't even imagine the amount of visual noise this would cause.

    1. Hildryn's 4 and 1 were actually something I had in mind when I was trying to think of replacements for her 4. I was hoping it would be different enough to stand on its own though. It could just leave ember on the ground, but then the pillar might be hard to control.

    1.5. Why not?

    2. Alot, I hope. It's meant to be chaotic because fire is chaotic, and I want it to fit the theme

  7.    Ember was the first warframe I built when I started playing the game. I was super excited to finally have something other than volt, and played nothing but ember until I sold her to make space for a new warframe, and never thought about her again. Until I did. I've read a lot of ember threads on the forums since the change to world on fire, and recently built ember prime to see if things were really as bad as people said they were. After playing her for a bit, here's my takeaway:

                Ember is a low survivability, ranged damage warframe who doesn't do much damage, and has 2 abilities that only work when ember is close to her target.

    If that doesn't make sense to you, then congratulations! It doesn't make sense to me either.

    Ember's design conflicts a lot with what DE seems to want her to be: a glass cannon with high aoe damage output. There's a lot of things wrong with all 4 abilities in her kit, and they could all use overhauls to make them a little stronger and more versatile. Let's change some things to make ember a little less of a catastrophe.

     

    Ember relies on fire as an elemental damage type

    It makes sense that the fire warframe would deal a lot of fire damage, but it hinders her damage potential because fire has what is arguably the worst elemental proc. Fire procs don't stack, they can't be overwritten by stronger procs, and they don't do much damage to anything with more armor than a t shirt. Ember should be changed so that the bulk of her damage is inflicted by her abilities alone, using fire procs to stun and boost dps. Of course, that doesn't mean we can't rely on fire a little bit.

    Ember's passive

    Ember's current passive is suicide Ignition: When ember, the low health/armor warframe with no survival tools, sets herself on fire, she gets +35% ability strength and 10 energy/sec for as long as she remains on fire.

    This passive sounds cool on paper, but since ember has no way to recover health or mitigate incoming damage, you'd be better off just doing anything other than taking advantage of it. 

    How about instead, we give ember a passive that not only doesn't encourage the player to kill themselves, but also gives her damage a much needed boost?

     Proposed passive: Not Ignition: Fire procs caused by ember will deal a percentage of their damage as finisher damage, and affected enemies can spread the fire to their allies. (fire procs will instead deal a percentage of enemy max health every tick)

    This passive will buff the damage of all of ember's abilities, and make her slightly less useless against high armor enemies.

     

    With that out of the way, we can start tackling ember's abilities one by one. Anything in parenthesis needs feedback before being added to the ability. some abilities might also need be moved to a new spot because of changes to their power level.

     

    FIREBALL

    Spoiler

    Fireball is ember's basic damage ability. the problems it suffers from are the same problems that almost every early warframe's 1 suffers from: it's the most basic application of ember's fire theme, and is really only a weaker version of every other ability in her kit. I want to change it to increase its damage and cc potential.

    Proposed Ability: Fireball 2,Thermal Boogaloo: ember fires a plume of flame that continues in one direction and explodes in a small area when it makes contact with a surface. Fireball 2 will deal damage to and pass through any enemies it makes contact with, and sets them on fire. (The damage of fireball increases every time it hits an enemy, or with distance travelled / fireball will knock down all enemies hit / fireball keeps the ability to leave balls of napalm on impact / fireball does 650 damage on hit)

    The new fireball gives ember a stronger 1st ability that keeps the spirit of the original design, but increases damage output and CCs enemies without needing to rely on inconsistent fire procs. I also removed the lingering napalm ball of the normal fireball, so that the ability's use wont overlap as much with my proposed changes to accelerant. 

    ACCELERANT

    Spoiler

    Accelerant is ember's only cc only ability, that's also a damage and casting speed buff. it's useful, but its limited range means that ember has to put herself at risk to use it to any effect, and the unmoddable stun isn't very long, leading to very embarrassing deaths.

    Proposed Ability:  Accelerant 2, Accelerate harder: Ember launches a fast projectile that explodes on contact with a surface, covering the area and any enemies in the radius with a highly flammable substance. Enemies in the radius will also be stunned for 2s on impact.  Any enemies that pass through the accelerant will also be coated in accelerant for the duration of the ability. coated enemies will take increased damage from fire, and If a coated enemy takes ANY damage, they will burst into flames and have an increased chance to ignite nearby enemies. coated enemies have a further increased chance of being ignited by nearby flaming enemies. Being ignited WILL NOT remove the accelerant effect from an enemy.  (the next ability cast after using accelerant is instant and costs 25% less energy to cast / If the pool of accelerant is hit with fire damage, or a flaming enemy passes through it, it will ignite and no longer coat passing enemies. instead, it will act like a more powerful version of fire blast's ring, dealing constant damage and guaranteeing a fire proc to any enemies that pass through the inferno.)

    Spoiler

    Proposal 2: accelerant remains largely unchanged, but gains a small amount of range, increased stun time, and changes to the accelerant effect mentioned above will be applied.

    Now accelerant is no longer limited by only affecting enemies next to ember, and acts as a strong cc and area denial tool. It serves its original purpose of being both cc and a damage buff, and ember finally has a way to set the ground on fire that isn't also awkward and weak. This ability can be used with fireball to make short work of groups of enemies at any distance. *I moved the ignition part of the ability because having one ability that both boosts the power of fire damage AND deals fire damage is a little bit too strong*

    FIRE BLAST

    Spoiler

    Fire blast is by far my favorite ember ability, if only because the knockdown/knockback effect is really fun to abuse. Unfortunately, its no longer needed because accelerant and fireball now do its job. What is needed, however, is some way for ember to keep herself alive. DE don't seem to want to give ember some sort of damage reduction body shield, so she'll need some other way to not get killed. My first thought was to give her some sort of wall that blocks projectiles, but that's boring and like 5 other warframes already do something similar. What a lot of warframes don't do though, is mess with enemy accuracy. 

    Proposed Ability: is it hot in here, or is it just you?/ Heatwave: Channeled ability. Ember heats up the air around her, causing it to distort and making her difficult to see. The further away an enemy is, the less likely they are to be able to pinpoint ember, making their chance to land a direct hit significantly worse with distance. The closer enemies are to the source of the heat, the more exhausted they become, slowing their movement and making melee attacks easier to avoid. Casting other abilities while heatwave is active will reduce their cost, and temporarily reduce the channeling cost of heatwave. (accuracy debuff ranges from 25% at the closest, and 75% at the max distance. slow ranges from 0% at the farthest to 30% at the closest. cost reduction of abilities cast is is ~25%, and the cost reduction of heat wave itself is ~50%)

    Spoiler

    Proposal 2: heatwave becomes ember's new 4th ability, and fire blast continues to exist. the ring of fire becomes bigger, and no longer has a safe spot in the middle. it deals increased damage, and knocks enemies down instead of staggering them. fire blast no longer knocks away enemies within the radius of the ring on initial cast.

    Heat wave gives ember a way to mitigate incoming damage without forcing her to hide behind cover or stay in one place. The accuracy debuff gets weaker as enemies get closer, encouraging ember to keep her distance if she doesn't want to get shot at. the slow applied to approaching enemies also provides some protection against melee attackers to make the ability a little more useful against the infested. The cost reductions encourage more ability use, and make ember slightly less of an energy vacuum.

    WORLD ON FIRE

    Spoiler

    delet this '_' World on fire is the most complained about part of ember's kit, and it isn't really hard to see why. It doesn't need any interaction from the player, costs an insane amount of energy, and only exists so people can keep killing enemies while they go to the bathroom. It's a boring ability, and has no synergy with any other ability in ember's kit. There's no reason for this ability to be kept in its current state or otherwise, and it should be replaced with something that's actually fun to use. That said, I've read a few good ideas for a new 4th so far, and I'd like to throw my hat into the ring with my own proposal. 

    Proposed Abilities: Eruption 1:  A pillar of flame rises from the ground at the location of the crosshair, dealing high damage to and igniting any enemies or accelerant it comes into contact with, and melting enemy armor. All abilities can be cast while Eruption is active. Ember can move at a reduced speed while hovering, and the pillar of flame will slowly follow the movement of the crosshair. (Ember leaps into the air and hovers in place. The pillar of flame deals 2000 damage per second to enemies inside it, damage decreases the further an enemy is from the center of the pillar)

                                      Eruption 2: Ember summons a volcano at the location of the crosshair that spews fireballs in every direction around the volcano. Fireballs will explode on contact with anything, dealing damage and inflicting fire and blast procs on enemies hit. Enemies that make contact with the volcano itself will be set on fire and targeted by a fireball. Allies standing near volcanoes will deal additional fire damage with their weapons. (fireballs deal 400 damage on impact)

    The first proposal gives ember an incredibly strong damage dealing ability that lets her quickly spread fire around a large area and weaken enemies for follow up attacks. (it may be a little too similar to wisp's sol gate though) 

    The second gives ember another powerful area denial tool that can also buff allies and ember herself.

     

    That took a while to type.

    Ember's new kit will make her a strong ranged damage dealer with limited survival tools and relatively high energy consumption. She won't have to risk getting close to enemies to deal damage, and her fire procs will actually be a threat. 

    This thread mainly exists because I thought I had a really good idea for accelerant, and so I built everything around that ability. I'd love some feedback so I can edit the post and make the abilities a little more solid.

    P.S. I don't actually have that much experience with current ember, so if you think you know more than me, please feel free to let me know if I got something wrong or misunderstood the purpose of an ability. I don't want to make ember into a different warframe, just make her better at what she already tries to do.

    • Like 3
  8. On 2019-08-16 at 9:30 PM, Zilchy said:

    Sounds like you want it to be a railgun. The tunnel vision and unwieldiness is simply the trade off you make for wanting to use a sniper in a hoard shooter.

    The trade off for using a sniper in a horde shooter is that you trade horde killing potential for higher damage. It doesn't have to be clunky too

  9. 17 hours ago, Vox_Preliator said:

    I don't think it would really help, even moving forward.

    I just don't think it'd change anything for Warframe, where just standing back and dodging an attack entirely, or using abilities to make attacks negligible, are available options.  Dodging through an attack while invincible works, sure, but not being there works just as well.  If attacks are telegraphed enough that a dodge roll would be useful, leaving would still be faster and easier, or just laughing while it bounces off of high armor, damage reduction, and/or invulnerability though easier means.

    And if the attacks are designed to force using this mechanic over leaving or tanking, such as dangerous giant shockwaves, then it just means that every so often a boss will say "Alright guys, stop everything you're doing and get ready to hope your timing is right," and I just don't see that as particularly engaging or interesting.

    More options for avoiding damage never hurts. There's a bunch if scenarios where it'd be way better to go for an invincible dodge roll than bullet jumping away, and vice versa

     

    Suprised there's been no mention of enter the gungeon in a thread about dodge rolling

  10. 9 hours ago, peterc3 said:

    That energy drain is part of the cost. Why would you get the thing you want, with the current level of power, now with a lower energy cost?

    Like, if you're using naramon, and have void hunter active, and void stalker disabled, void mode only gets 2 more energy/sec instead of 3. Void stalker still occupies focus pool space as if it was active though. If void stalker still added more energy drain then there's no reason to disable ablilities in the first place

  11. 3 hours ago, peterc3 said:

    The cost is having to have whatever is before it active. The Focus cost to rank it up, to have enough space available for the sill to have ranked up. This would have to have that factored in.

    You mean like the deactivated abilities still use up focus pool if something ahead of them is active? That sounds fair, honestly.

    Anything to avoid annoying extra energy drain from some of the focus trees

  12. 16 hours ago, peterc3 said:

    I don't see how this would happen without a cost.

    Presumably the cost is that the deactivated abilities are now deactivated

    On 2019-05-08 at 8:52 AM, (PS4)Vexx757 said:

    sliders to change the length of the operators.

    ( ͡° ͜ʖ ͡°)

     

    Overall operator movement speed should be increased too. I get that they aren't supposed to be as mobile as warframes, but that doesn't mean they should be painful to play either.

    also, amp stances. The WIDE stance we have now is nice and all, but i'd prefer literally anything else

  13. 1 hour ago, Chewarette said:

    PvP is toxic and some bullS#&$ like that can only bring this game down without bringing anything positive (as you said, it can't even transform Stalker into a challenge).

    Pvp is toxic largely because of people who do stuff like what you're suggesting. If you don't like toxicity, maybe you SHOULDN'T go out of your way to cause trouble for people. 

    • Like 4
  14. On 2018-12-30 at 8:28 AM, (XB1)Dark SaIvation said:

    Dony forget de doesn't care about pvp... 

     

    IIRC conclave has a separate team that only works on the mode

  15. On 2018-12-16 at 7:21 AM, skbenga said:

    It could have a meme-ish knock back effect that lifts enemis a foot into the air while ragdolling them.

    This ability could be a nice replacement for his trampolines if the knockback affected vauban himself too

  16. That's not really true though, invuln is only worth it at that level because any shot can kill you, so the best way to take damage is to just not take it at all. Otherwise you're better off with just having a lot of disposable ehp like inaros has because you'd have to eat a bunch of shots to even notice you're taking damage. Low level enemies can't do enough damage for you to consistently get the 3s invulnerability,  so you end up dying more often because the small amounts of damage getting through are going directly to your unusually low health and shields.

  17. 13 minutes ago, (PS4)Radehx said:

    In other words, you high-five yourself for not using the most optimal/strongest tank. That doesn't make a lot of sense.

    Zaw dagger with covert lethality is the strongest melee weapon at all levels, but for some reason, people still use objectively weaker weapons like the atterax and gram prime. I use a high strength pyroclastic flow meme build on nezha up to sortie level and haven't ever asked myself "am I not tanky enough?" Because I rarely even lose my 125 shields

  18. 52 minutes ago, (PS4)Radehx said:

    I take it you don’t really play high level content. 10% of damage getting through will absolutely kill you and you will die waaaaaay before your halo points run out. In fact, stuff will one shot you despite 90% mitigation after less than 2hrs of MOT.

    You build the strongest Nezha tank around his invulnerability against high level content, not damage mitigation

    It's simple math really.

     Doesn't take a rocket scientist to realise eventually that 10% getting through will exceed your entire health pool at high levels

    At this point, it's irrelevant whether enemies do 100 or 2m damage, invulnerability always kicks in. All you have to do is NOT get hit while halo points build up...you only want 3-5k of them, anything more is actually hurting your tank.

    Seems to me that the only place that build is even useful is at enemy levels you have to cheese to get to, and at that point invisibility or less gimmicky invulnerability is just better. Safe to say that nezha's 90% dr is more than enough for just about anything the game will throw at you under normal circumstances 

  19. 1 hour ago, (XB1)DShinShoryuken said:

    I thought it was him as well but this happens BEFORE The Second Dream. It was before anyone had gotten the Operator but seemed to stops showing after the quest launched. It could be him but since he does not show up til Harrow quest.....

    I really wished I had gotten to save those times I recorded it. I wonder how much my Void Demon resembles the one that showed up in those flash sequences. Would be scary if we are wearing the same outfit.

     

    If it was happening just before the second dream then it could have just been an uncommon bug having something to do with the code for the orbiter part of the quest goofing around. If it was something that meant anything it's likely DE would have acknowledged it at some point if nobody talked about it

×
×
  • Create New...