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Gene_Freak

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Posts posted by Gene_Freak

  1. I've had a think on Ember and what could be done to make the most difference with the fewest amount of changes. Her first and third abilities are presently with little to no use, so they're natural candidates for tinkering. Since they want her to tangle at closer ranges, my thoughts are--

    -Add a blind effect to her Fireball, opening enemies in its radius to finishers

    -Shrink the ring from Fire Blast, and have it follow the player while providing an amount of damage reduction (something comparable to her old Overheat)

    This would give her much better synergy as all four of her abilities would be encouraging her to play aggressively close to enemy mobs, and would allow for a lot more variety in fun builds! 

  2. I don't think the math on the Ember changes works out in the way you're hoping, as everyone has pointed out she isn't capable of doing enough damage to make a difference in higher level content even if it were doubled. I agree that "press 4 to win" gameplay is boring, but World on Fire needs a more radical mechanic change than what is proposed to balance it. Ember needs a long look in general, really, since so many of her powers are anemic even at low levels.

    The Mag changes are welcome and the overshield buff especially, but a lot of her problems come from her poor casting speed (especially on her 4), the immobility of her shards (always where the enemies were, never where the enemies are) and the vulnerability of shields, and none of these have been addressed. Still, these changes are positive and I'm eager to see how you replace her 3 augment!

    I don't have a lot of other immediate thoughts, I'd want to experiment with most of these before judging them since there's so many variables at play. There's been a lot of great feedback in this thread so far, though (between the doomsaying and flat insults :satisfied:) so I look forward to the follow-ups and deep digs into the mechanical changes!

  3. On 12/22/2017 at 11:06 PM, Xekrin said:

    I did not see a single mention of how horrid IPS Mods are compared to elemental counterparts, including the bulletjump mods.  Not to mention the pure status mods and the fact that enemies are more vulnerable to elemental. 

    Its pretty pointless updating IPS if we cannot mod our weapons with physical only without losing massive damage potential.

    I mentioned it in the initial IPS thread, and you're dead-on right. The 7 point IPS mods for primary and secondary weapons need to be brought to the same +90% value as the melee ones, or else nobody will build physical damage weapons regardless of the IPS changes.

  4. I'm looking forward to Umbra, but it's on page thirty eight of my priority list, above "fix the gap between my operator's face and his Grineer mask" but below "give the Latron and Latron Wraith a reload animation that makes sense for the weapon design" :satisfied:

    It's awesome to see how the community is of one voice about the proposed IPS changes, I hope DE is listening closely and that they come back with something impressive after the break!

  5. 24 minutes ago, kowalsky386 said:

    I think they made those changes to suit khora abilities, giving her cc - dmg reduction - dmg deali. Problem is that she is just one warframe and ips well is like most important thing in game.

    ps. except fashin frame XD

    This makes a lot of sense - maybe they can keep the debuffs, but also give them additional damage? I don't see why puncture couldn't reduce enemy power and deal damage through armor, or why impact couldn't stun a target and deal damage through shields. Plenty of the present status procs both do damage and apply an effect, and doing something like this would give more variety to IPS use while not stepping on Khora's toes.

  6. Thank you guys for delaying the IPS rework, I would rather it be done right than done now :satisfied:

    Please keep in mind what people have been expressing! The behavior of enemy scaling limits the usefulness of many weapons and builds, and slash has become the meta physical damage because it reduces the time-to-kill of enemies considerably. If the other IPS status types do not reduce TTK then they will continue to be ignored. Making a percentage of impact damage bypass shields and a percentage of puncture damage bypass armor on a status proc would give them distinct applications without making slash deprecated - impact and puncture would work better against some enemies over others while slash would still be the king of attrition overall! :laugh:

    Again, thanks for taking another look at this! We want Warframe to be just as fun as you do, and we're always hungry for more viable (key word, viable) ways to play!

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