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PortalsFTW

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Posts posted by PortalsFTW

  1. Currently, the flames that jet out of the ember prime helmet are affected by ability energy colour rather than emissive colour. Could this be changed so that the flame jets are affected by emissive colours? It is kind of strange that the flames wouldn't be part of the emissive category as they are emitted from the warframe and this change would help with fashion framing. Thanks.

    • Like 1
  2. There are some really good ideas here, especially the synergy between abilities! I do have a couple of criticisms though:

    -This build seems very energy intensive, so perhaps a way for ember to recover some energy would be warranted.

    -While adding damage reduction was a good idea, I dont know if keeping world on fire in ember's kit is a good idea. The ability is kind of problematic as a turn on and forget, and still works a bit too well at nuking low levels while not justifying its high energy cost at high levels.

    • Like 1
  3. Doubling nothing is still nothing. Simply increasing the damage of her abilities does not seem to help much, as seen in the world on fire rework. Just sitting there waiting for a heat proc to kill an enemy isnt going to happen much in high level play. While the passive you suggested is much better than her current one, it does not make ember "viable in all level of gameplay." Ember still has:

    -low survivability

    -bad cc compared to other frames

    -very low damage against high level enemies, especially those with armour

    -high energy consumption with no means to restore energy

    -very short ability range

    -overall just outdated mechanics. Fire blast is a joke and world on fire continues to be a low level clearer while sucking at high level. An extensive rework is necessary.

  4. 1 hour ago, (PS4)LoisGordils said:

    The amount of entitlement here disturbs me.

    First off, let me just say that I do not own cautious shot and do not personally expect to receive platinum should it be removed. Nor am I expecting that a large amount of platinum be given to people who do own it. I simply suggested (note the "perhaps") this as when something trade-able is removed from the game, it may anger those who traded for it, hence the need for compensation.

    1 hour ago, (PS4)big_eviljak said:

    Here's an idea... Aim when you shoot and don't shoot an enemy point blank troll.

    A truly amazing idea. While it sounds good on paper, this does not always go according to plan in warframe's tight hallways and hoards of enemies. Not to mention teammates jumping unexpectedly in front of you. If you had been bothered to read my post, you would have noticed that I did not advocate for the removal of self damage, just a toning down of it without requiring a specific mod. The fact that you dismissed my points by calling me a "troll" is not particularly constructive, so maybe you should examine your own behavior before using that word.

  5. So it turns out that removing 99% of a modded launcher's damage will still result in most warframes accidentally exploding in one misplaced shot. Some may argue that the reduction to self damage on cautious shot should be 100%. However, even if this was the case, I would argue that the concept for the mod itself is flawed. This is because cautious shot is a bandaid mod, something that both the community and DE have expressed distaste for, yet DE still seems to create these mods regardless.

    A bandaid mod is a mod that seeks to fix a problem with the game's functions, in this case the hinderance caused by exessive self damage on launchers. However, in order to apply this "fix," a player must use a mod slot on their weapon, reducing the weapon's effectiveness significantly because a useful mod could be used in its place. This "fix" also requires significant investment from a player in the form of vitus essence, endo and credits. To summarize, even if cautious shot reduced self damage by 100% it would still cost players for a fix that should really be applied to how self damage functions.

    My suggestion to resolve this issue is as follows: Remove cautious shot from the game entirely, then refund players who own this mod for the vitus essence, endo and credits spent on it. Perhaps even give out some free platinum as an appology for blundering with this mod so much and failing to stop the implementation of bandaid mods (see edit). Next, change how self damage works across all self damage weapons. My suggestion for this is that self damage is always half of a weapon's base (unmodded) damage, with no application of crits or status. That way self damage will stay in the game as DE seems to want, but it will be far less deadly.

    To conclude, DE should look into which mods could be considered bandaid mods, remove them, and apply fixes to the game's systems rather than forcing players to apply these fixes themselves. Cautious shot is one of these examples. Other than cautious shot, DE should consider the following: In a game based around looting, should loot vacuum really be applied to a mod for pets rather than being truly universal? Now that switching between guns and melee is instantaneous, is there a reason why mods are needed to increase switching speed between primary and secondary weapons? Now that enemy CC is getting excessive in some cases, is there a reason why a space ninja takes so long to stand up from knockdown without a specific mod?

    Edit: To address those concerned with my suggestion for platinum being given to owners of cautious shot should it be removed, do note that this is only a suggestion. I do not plan to benefit from such a thing myself, as I do not own cautious shot (because it is useless). I suggested this because, if the mod is removed, those who traded for it may be angered that they spent platinum on a mod that was removed from the game. Nor would I expect much platinum to be given (cautious shot seems to trade for 20-40p usually). Often when companies make mistakes and need to remove trade-able items, there is some form of small compensation as a form of good will. This is all I am suggesting.

    • Like 4
  6. Step 1: join a defence or interception mission and place resevoirs in enemy spawns

    Step 2: mash 3 repeatedly

    Congratulations! You have now ruined the game for your teammates by spawn killing everything with minimal effort!

    Seriously though, am I missing something about how wisps 1 and 3 work or did DE just potentially bring back soundquake?

    Here are some other issues I've got with wisp:

    -her 1 and 3 look like they'll only actually work in defence missions

    -everything about her 4. I dont really know what DE was going for with this frame's theme. However, I do know that firing a sun laser does not fit whatever her theme is supposed to be. Also can we stop with the channeling ultimate abilities that turn off our weapons? They're not fun, restrict movement and are usually less effective than just using our primary weapons anyway.

    I think wisp needs to go right back to the drawing board. DE should probably stop releasing new frames so quickly if it is going to result in this level of quality. Perhaps they could finally get on reworking some of the old frames instead?

  7. This. I don't want to farm ESO for 30+ hours at a 1% drop chance for a 50% probability of a blazing step drop. When odds are that low, it takes an excessive amount of runs to end up in the 99% range for drops. Some people are going to get screwed and never see these drops no matter how many times they run these missions. This is not a mark of prestige, it's a mark of how much RNGesus favours you.

  8. This is a really neat idea and would not be hard to justify in the game's lore. Considering the umbral formas are a very rare resource (one every 10ish weeks, after weeks of grinding nightwave), this would make said umbral formas a much more interesting reward. It might also encourage people to put these on their primes if they don't want to wait and see if an umbral version of their favourite frames come out at some point.

  9. Another devstream, another mainline. Yet again, no mention of reworks for frames that need them like vauban, wukong, ember and nyx (who already got a sub par rework). If DE can pump out a completely new warframe every couple of months, why can't they improve the pre-existing ones?

  10. On 2019-02-09 at 5:36 PM, Xzorn said:

    I think she would be overall okay if they simply reverted those WoF changes. It was obviously a nerf and not a buff.

    While it is true that she is in desperate need of a buff (or as you suggest an un-nerf), I don't think reverting WOF to how it was is the way to go. The way the ability works was far too afk before, so I understand why DE had to change it. The problem is that the change that DE made was poorly conceived and obviously rushed out. It was not the rework that was needed.

  11. On 2019-02-10 at 7:52 AM, Hypernaut1 said:

    This all amounts to people pouting because they cant dance on top of an objective with max range WoF. Because other than that, it didnt make or break an Ember player. Its CC was never something to build an Ember around.

    This is not people asking if ember's 4 can be buffed to nuke the map while AFK. This is people asking for a REWORK to her kit, especially her four, to bring ember up to par with other warframes. Such a rework could only make her more interactive considering the way world on fire works now.

    • Like 1
  12. Today is the anniversary of update 22.12, a mainline update which saw a lot of re-balances to warframes. Arguably one of the most controversial changes in this patch was the way in which ember was changed to be more "balanced." It is clear that world on fire had to be changed as it was (and still is) a turn on and forget ability that trivializes low level missions, stealing the fun from new players. So, caving to the pressure placed on them by the complaints of these new players, DE decided that world on fire did not need a rework, it needed a rushed out nerf.

    World on fire's damage now increases over time at the cost of increased energy use and a massive reduction to ability range. This was obviously designed to prevent embers built with high range from running through low level missions melting everything. However, this change completely failed in this regard as, since there is no energy shortage in low level missions, embers could just recast the ability every once in a while and still nuke absolutely everything below level 30. To make matters worse, more experienced players wanting to take ember into high level missions found her horribly nerfed. The doubled damage from world on fire is useless in high level, as world on fire's damage scales poorly (especially against armour). Meanwhile, the increased energy cost of recasting world on fire and the decrease in range reduced the survivability of an already squishy frame even further, directly impacting firequake builds. Outside of low level missions, ember already performed poorly before this nerf. Why DE decided to nerf a frame that was far from top tier is baffling.

    So the changes to world on fire failed to stop ember from nuking low level enemies and failed to make ember more effective in high level missions. Did the changes to her other abilities make up for this? In short, no they did not. Fireball, while capable of doing some decent damage (so long as your target has no armour or protoshields), takes too long to charge up. Fire blast adding heat damage to weapons shooting through the ring requires ember, a very squishy frame, to stay in one place because ability range has no effect on the ring's size. Fire blast also costs much more energy than it is worth (should be 50, not 75) and is effected by duration, making low duration embers less effective. Her passive was also not changed, and it remains as useless as ever to this day.

    (TL;DR for this paragraph: ember is much weaker compared to other warframes) I have seen a few people in the forums arguing that ember is in a good place and not in need of changes. Perhaps this might have been the case several years ago, but nowadays this is completely untrue. Ember can not take hits, her stuns are sub par and she can only work as a buffing frame for weapons (and only in certain conditions at that). Let's compare ember to a few other popular frames. Rhino can take many hits, can buff teammates' ability damage as well as weapon damage and has an area of effect stun that completely freezes all enemies for a fairly extensive period of time. Ember can not take hits, can only buff weapon damage (and only with fire damage, which can clash with mods to prevent the bonus from accelerant) and the stuns from her fire procs and accelerant are inconsistent (fire procs dont always happen, accelerant stuns for varying periods of time depending on enemy type, neither effect certain enemies like ospreys and turrets). Excalibur has a powerful stun that incapacitates all nearby enemies, even opening them up to finishers. Excalibur can also dish out massive amounts of damage, even at high level, with his modable exalted blade. Again, ember has inconsistent stuns and her damage falls off massively at higher levels. Nezha has a damage reduction ability, enabling him to survive despite normally being squishy. He can incapacitate nearby enemies for a long period of time with his 4, and even apply damage reduction buffs to teammates. Ember had her damage reduction ability removed because it was deemed too overpowered and, again, has inconsistent stuns. Saryn scales very well in endgame content due to corrosive and viral damage, and is capable of nuking high level maps with ease. Ember does not scale well due to heat damage and can only nuke low level maps. Mesa can deflect projectiles, increasing her survivability greatly, and can destroy crowds of high level enemies at long range easily with her fourth ability. Ember has no survivability outside of inconsistent stuns and can deal minor amounts of damage to enemies right next to her. Long story short, ember is NOT in a good place, she is considered by most to be of the lowest tier along with vauban and hydroid. Can she behave as a decent buffing frame? Yes, but only when bandaged by augment mods and only in terms of weapon damage, not ability damage.

    Why make this argument for an ember rework on the one year anniversary of update 22.12? It all comes down to this statement made by DE in regards to the warframe changes done in this update: "We believe these changes make our wide Warframe roster more diverse and fun to play. We will be listening to your responses, so please keep feedback respectful and constructive." These changes failed to diversify ember picks. After the update, she is rare to see. That is because the 22.12 update only worsened the problem she had: people quickly run through low level missions playing her on solo to complete them as fast as possible. It is rare to see embers in high level missions. This problem was made clear through feedback made on the forums, which has continued consistently to this day, and through the opinions of prominent warframe players:

    Quiette Shy: https://www.youtube.com/watch?v=-jWffcJx2sg

    Tactical Potato: https://www.youtube.com/watch?v=HE3qxWy7M9I

    AGGP: https://www.youtube.com/watch?v=DQKDlwh-slk

    LifeofRio (7:55): https://www.youtube.com/watch?v=OjgZI4WO4RE

    So there was a lot of feedback and constructive criticism (along with some rightfully angry criticism) surrounding the changes to ember. Believing that DE would uphold their word and listen to the feedback they got, I (and many other ember mains) have been waiting for a year, hoping for word of a rework. Unfortunately, DE did not uphold their word and have not addressed the issues that they worsened in regards to ember.

    To conclude, it is clear that what ember needed was a REWORK, not a NERF. However, DE took the easy route and, rather than put in the effort to completely rework ember to make her less AFK while making her more viable for high level missions, somehow worsened the issues surrounding the her. The reason that DE has not started on a rework for her yet can not be that they have no ideas, unless they truly do not listen to their community. There are countless posts that have been made in the warframe feedback forums detailing many great suggestions as to how ember can be reworked. This post is simply made to draw DE's attention to this fact: the update 22:12 changes to ember that took place a year ago were a massive mistake. After failing to listen to community feedback and constructive criticism as they said they would, DE is long overdue for fixing the mistake that they made. Ember does not need small changes, she needs a complete rework, especially in regards to her fourth ability and passive.

    BONUS COMPLAINTS: Here's some other things that have grinded my gears as an ember main over the past couple of years.

    -DE scrapped IgnusDei's beautiful deluxe skin for ember due to conflict over the artist's vision (AKA IgnusDei's design looked much better than DE's, so DE fired him) and replaced it with a chicken suit.

    -Ember prime was unvaulted last year, just before DE nerfed her as described above. People who bought ember prime were ripped off without any advanced warning. Now, ember prime is unvaulted again and I have seen people in region chat asking why anyone would buy her.

    I swear, DE hates ember now as much as they've hated mag in the past. Show the ember mains some love, DE!

    • Like 1
  13. Sounds good but I would replace fire blast with overheat rather than accelerant. Accelerant, especially with flash accelerant, remains a lot more useful than fire blast which has a limited range, high energy cost and requires you to stand in one place to make the most of it.

    • Like 1
  14. My main problem with this idea is that spreading fire to deal damage requires your other teammates to not nuke everything. Also, cauterize doesnt sound very good as ember tends to die in one hit at high levels, making healing and status removal irrelevant. Some damage reduction might be a better way to go with that.

  15. I agree that ember needs more survivability but I would prefer damage reduction/mitigation over insta revives which can be hard to balance. DE's idea that ember shouldnt have damage reduction is ridiculous as she needs to get up close to enemies. Also, her damage output drops significantly at higher levels, so as it is she is a glass cannon without a cannon. Why leave the glass part of her identity if she cant output damage?

  16. Looks like ember prime is being unvaulted. Nice! Now more people can get ripped off by buying a pointlessly nerfed frame! Remember last year when right after prime access ember was suddenly nerfed into the ground? Seems like a good time to start on that rework.

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