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Rynax15

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Posts posted by Rynax15

  1. So far this rework for Ember has been a good step forward for the frame if only thanks to immolate and the combo system for fireball. However there is still much that could be done in order for Ember to achieve a level of damage scaling that doesn't just nuke the whole map with one button press but instead allows her to build up damage and well melt things in her path or to set up a field of carnage.

    -The Passive: Unfortunately this passive, while having requirements that can easily be activated than her previous passive, is in a conflicting situation in that in order to maximize it's potential your damage needs to be low enough to maintain the strength boost that is largely meant to increase your damage thus effectively canceling itself out.

    An improvement to this buff that I would suggest is a short timer (Maybe around 10 seconds.) that increases in stacks when an enemy is set on fire up to a cap (+50% due to it being short lived buff) that can be refreshed as long as an enemy receives heat damage within affinity range.

    -Fireball: Remained largely the same except for 2 key differences: the combo meter and its explosion range. The combo meter is a large boon to an otherwise criminally under powered ability with which you can achieve a form of long sought after "damage scaling". However, this is marred by it's absolutely pitiful explosive range and archaic charge mechanic that is currently broken with it's own augment (Though this is a bug and not intended.)

    I suggest that that combo meter should be the focus of this ability and perhaps we can fix that explosive range issue in one fell swoop. The ability should be split into 2 parts: the combo part and the charge part. The combo part simply keeps the ability at it's current state: repeated casts within a timer increase its damage. the only change here might be to increase its base explosive range to 3m maybe even 5m if we want to be a little generous. The charge part is what need dire changes as charging the ability is a complete waste of time even with the increase in combo multiplier largely due to, again, the pitiful range boost. That being said the charge mechanic should instead incorporate the combo meter as the charge meter itself as in: charging the ability will bring up the combo meter and it will go through the multipliers just as casting the ability repeatedly except instead it is through "charging". It is also within these multipliers that we should also add a boost to range that scales off the multiplier. (Up to maybe 15m. Something significant to warrant spending time charging for a big swing.)

    -Immolate: Possibly the best change in this rework as its function and limits are well within reason but could stand some tweaking. The damage reduction is a very welcome change and even return but the mechanic that it constantly increases the strain on your energy if you want to maximize the damage reduction is a bit much as it greatly punishes any attempt to focus on maintaining that damage reduction. However this could very well be the intention as Ember is not meant to be a tank but a caster frame. So there in lies the issue with Immolate: "it's supposed to protect me but then it hurts me."

    This ability needs an additional effects or perhaps synergy with other abilities beyond Fireball's increased charge rate. One suggestion I have is to give it a fire damage buff that constantly increases just as the damage reduction increases and the energy drain, but unlike the damage reduction, which is capped, the fire damage buff will continue to increase just as the energy cost increases. This would then give players a more significant "risk/reward" system for attempting to maintain the ability active, however there needs to be an in-ability incentive to turn off the ability so as to dissuade any attempts at making a "Tank Ember" despite the ability's limitations such as having the fire damage buff linger for a duration after toggling Immolate.

    -Fire blast: It's new armor stripping mechanic is a fantastic addition to another criminally under powered ability. The main issues confronting Fire Blast is another common limitation factor in warframe abilities: line of sight.

    Certainly, many warframe abilities that are limited to targeting enemies only if they are within line of sight are very powerful and can be used with the classic "press x button to win" that has been a thorn in both the developers and the players side for a long time now. This is not the case with Fire blast. In fact Fire Blast has been long since a poor choice for any kind of damage aoe or otherwise but for the sake of preventing any more cases of huge, map-wiping, aoe abilities; this ability's method of applying the armor strip should be changed from instantaneous to perhaps over time in a slightly smaller area range that the ability currently has so as to be able to still rend enemy armor as it was intended but also to be able to affect more enemies as they come within line of sight rather than depending on microscopic targeting of a pixel of an enemy just barely poking out of cover.

    -Inferno: I not gonna lie, I was excited to hear that we would be able to call in meteors on enemies. Unfortunately this ability suffers from a common warframe ability limitation that prevents more effective use: it requires you to target an enemy. The good news is that this ability's target mechanic is significantly more lenient than certain other targeting mechanics however this still puts a hamper on what this ability could be used for beyond pointing at enemies and causing explosive phenomena.

    In a similar vein to my suggestion with Fire Blast's issue with its targeting methods, Inferno needs to have a method of applying its effect regardless of enemy targets; however her in lies a separate issue: energy economy. As Inferno stands now it is somewhat cost efficient as it only drains enough energy as it needs to when targeting enemies, so then it becomes a question of: do you want to hit a number of enemies in your sight-line randomly while having some efficiency due to lack of targets or do you want to have a bit more control over where your damage lands but you'll need to pay the full cost every time? Well. Why not both? Inferno should have 2 parts not unlike fireball with a single button press effect and a charge effect that also gets its charge rate increased by Immolate. The single button press uses the ability as normal, it targets up to 10 enemies within line of sight and consumes energy per target. The charge effect will lay down a cylindrical targeting area that will rain down the meteors in that area for the duration of the ability which means less duration will cause a quick burst of damage and more duration will prolong each meteor but also potentially hit more enemies as they walk into the effect area.

    For me this rework for Ember got closer to making Ember what she was meant to be as it came with some much needed improvements for our favorite fire chicken. I hope that any future improvements to warframes comes with careful consideration as to how the frame works within itself as well as the rest of the world but also with a healthy helping of the bombastic variety.

  2. Energy efficiency is capped at 175% so any more efficiency beyond that is wasted. If you want to lower your energy drain further you need to increase your duration. Duration increases the amount of time a channeling ability "ticks" to use energy so at 200% duration your energy will be consumed every 2 seconds instead of every second.

  3. I would definitely welcome a change to magnetic damage since as it stands it's not really that great. I used to use a mag+toxin build vs corpus however toxin was doing most of the work. The issue with magnetic damage is that it's ONLY effective vs shields. once those shields pop, poof, no more bonus damage. It is ridiculous how effective magnetic is vs our frames and yet enemies aren't really affected by it. Having magnetic procs disable abilities, having a shield specific stun, and/or reducing the accuracy of shielded or possibly even none shielded enemies would be much better.

  4. Back in my day... were do i start?

     

    Acrid was the best side arm ever

    Mag was temporarily a goddess

    Ember could set herself on fire and became unstoppable

    Intensify was known by another name...

    Serrated blade and puncture was all that mattered

    Raid missions were a thing

    Skiing Tenno

    Xini was all you needed

    The Great Resource Explosion (points if you remember this one)

     

    Ahh... good times

  5. I was considering A Chrono-frame for some time now. so far this is what i got (besides a good name)

     

    1. Quazar - hyperbeam, imfirinmalazor, you name it. Warframe doesn't really have a laser beam ability READ: LASER BEAM ABILITY. flux, spectra, dera, etc are weapons. I want a big super laser beam of death. An ion canon from the palm of my hand... In warframe. Includes punch through, 100% radiation and a side of fries.

     

    2. Fast Forward - Increases running speed, swing speed and fire rate of all allies in range. Possibly even speeds up shield regen, health regen, and/or enegry from auras respectively

     

    3. Bullet time - Sets down a field that slows enemies and thier projectiles down to a crawl. I can see myself having some chuckles out of this one

     

    4. Time Trip - Self AOE, debuff that stops enemies in their tracks AND any damage taken from one enemy is shared to the other enemies affected by Time Trip. 

     

    now people may be asking: "whats the point of slowing down enemies when i have an ability that can stop them with bonuses?" A: Duration and range. Bullet Time will have a large range with a long duration (maybe 20m with 30 sec duration) and this is because it doesn't do damage.

    Time trip will have a 10 sec duration with a 10m range but here's the kicker: YOU CANNOT INCREASE ITS DURATION. "But i can still spam it". WRONG! You need to wait out the duration or kill all the enemies before throwing another one out.

  6. People, he is referring to how Shocking touch (5 rank mod, cost up to 11 mod energy and tops out at 60%) is replaced 2 mods which not only have the same damage bonus but also an additional effect AND cost much less than Shocking Touch (7 - 9 mod energy respectively)

  7. WARNING FORTRESS OF TEXT INCOMING

     

    My opinion  on these changes are quite grim. I loved my ember but she was progressively beat down with bugs but now she was slapped by the very fixes i was hoping would make her shine again. From what i see, these changes simply polished from what was already there much like mag and like mag they were very lack luster with one problem controversial even: overheat.

     

    Now the issue here is in line with "y u take my godmode?!?!111" but ember lacks ANY hard cc or damage mitigation. Some may argue that she's supposed to be the typical "mage" class being that she is squishy with nice nukes but guess what those mages have instead of being meat shields/bullet sponges? That's right cc or damage mitigation.

     

    Now i understand that embers overheat was quite powerful, being near god mode which was something DE was going away from so now the challenge is to put either cc or damage mitigation on ember's abilities or even more controversial; make ember a true glass canon in that she is ALL firepower (pun not intended, really!).

     

    I've been compiling a list of changes to ALL frames, but here I will post my snip of Ember. (Mind, that these changes are simply my ideas and not to be taken at face value. I am not a grand master of all things games so these ideas can be molded and changed.)

     

    Ember~

     

    Overview
     
    The damage dealer. Being that she uses fire, naturally, ember is supposed to dish out major doses of damage. Of course this is not the case, On paper, it seems that ember should be doing a lot of damage especially when, under perfect conditions, her total damage possible is calculated. Unfortunately she suffers from limited cc and survivability which limits her versatility and effectiveness.
     
    Ability Changes
     
    1. Fireball - increase blast radius to 5m and leaves behind a 5m aoe (both affected by stretch and focus), other stats unchanged.
     
    a. Until armor is fixed; change damage to armor ignore
     
    2. Overheat - currently insufficient as ember is really squishy and her abilities requires her to be in very close range of enemies. Balancing changes, Increase damage reduction to 66% at max (with maxed focus that's 85% damage reduction a la elder scrolls) and increase damage range to 5m. (Affected by stretch)
     
    a. Overhaul. Ember radiates a field of fire (10-15m) that damages enemies and reduces damage to allies in range.
     
    b. Overhaul. Ember leaves behind a super heated field which forces enemies to panic and take damage as well as reducing allies damage.
     
    3. Fire Blast - Initial damage aoe is insignificant for a #3 ability and the ring of fire is not very effective at dealing it's damage as enemies simply walk out of the damage field. Changes: remove ring of fire leaving only the initial aoe, increase aoe damage to 250 at max, add debuff effect which ignites enemies hit by the aoe dealing x damage for x seconds also forcing them to panic (Basically stop moving and flail about). Unmodded damage total of 500. (250 initial damage and 25 dps dot for 10 sec both affected by focus and duration by continuity/constitution)
     
    a. again, armor ignore until armor is fixed
     
    b. keep ring of fire but change to a full aoe field rather than a ring, dealing full damage to any enemy in range
     
    c. keep ring of fire but make inner edge static leaving only the outer edge to be increased through mod ranks and stretch
     
    d. allow all stats to be improved by applicable mods eg. stretch, focus, continuity, constitution
     
    4. World on Fire - currently bugged: as host; only targets 1 enemy, as client; targets 3 enemies. Changes: remove target cap, reduce damage to compensate.
     
    a. change damage to armor ignore
     
    b. change tick timing vs damage vs duration eg. 25 damage every .25 sec for 10 sec total damage = 1000
     
    c. keep the target limit (3 enemies every .25 sec) but add a debuff effect on enemies which deals x dot damage in 5m area around them and to them.
     
    d. complete overhaul. change to aoe blast which uses the above debuff with increased range and damage (up to 10m. A little under nova's explosion range from molecular prime. optional change to make the initial blast look like a nuclear explosion)
  8. In the new planet phobos, i was doing an extermination mission, solo then this happened...

     

    alvLRai.jpg

     

    i managed to kill a heavy hanging by the edge but there still seems to be some enemies up there maybe even the rest of them.

     

    I do hope that this won't be happening often...

     

  9. Although this suggestion is not directly about waypoints, it would help navigation in general if the mini map was 3D like in the metroid prime series. Which also brings up another suggestion that is a "Full Map View" option. (This would be a GREAT addition for dojos)

  10. Having recently gotten a sayrin and maxing/potato'ing i was somewhat disapointed in her skills. So here are my ideas to improve them.

     

    1. Venom - Spores are hard to pop and if the enemies die they take the spores with them.

     

    I like the idea that the spores should pop if the enemy dies. what i would add is to make Venom a 5m aoe projectile (given that quite a few people would like to switch this and contagion)

     

    2. Molt - +1 for the poison explosion idea. Only thing i could suggest to make it better is to have a lingering poison cloud after detonation.

     

    3. Contagion - i have a few ideas with this skill but being if it changes to a 1 skill then not much can be done otherwise it will outclass all other 1's so assuming it's still a 3 here's a list of ideas so far

     a. Have enemies hit by contagion explode on kill. enemies caught in the explosion will receive 100% poison damage based on your melee weapon

     b. Have contagion restore your hp per kill (this one has limited uses though as shields are great enough so maybe making it restore your hp AND shields but that might be too op)

     c.party buff as someone said with a combo of maybe another idea

     d. make it a stacking dot (could be combined with other ideas for a devastating skill)

     

    4. Miasma - only issue is range, I'd think a 5m buff (making it 15m) would be enough as it's range now is pretty small even with stretch.

  11. i was actually thinking about changing the stalker's skill set to make him an actual threat. so what at first I though about since he was a rogue tenno of sorts he also has 4 abilities like other warframes which is what i'm basing this idea off of while also coming up with relevant names for them (i will put this out there right now... I'm terrible with names. takes me hours to get a "good" name going)

     

    1 Pain - the stalker teleports to your location kinda like old vor did and does a sort of charge attack (has it's own damage rather than using the hate's damage)

     

    2 Suffering - this is going off the assumption that the stalker also uses energy for his abilities. A % damage the stalker causes is turned into energy for himself.

     

    3 Doom - the stalker turns invisible and gains a backstab bonus. so basically when the stalker uses this he will attempt to get behind you and backstab.

     

    4 Execute - being his final skill (and the fact that if you let him aquire this much energy) ofc this is gonna be an ultimate and a strong one at that. everyone's screen goes black (all lights are destroyed) and are stunned for maybe 2 sec. When their vision is restored, the stalker appears behind his target and attempts a stealth attack/execution at this point that target has a very brief moment where they can get away otherwise you're screwed.

     

    The next bit was the stats of these abilities: so i tried to do it like if the stalker was a regular warframe:

     

    1 Pain - starts out at 100 dmg then get to 250 damage

     

    2 Suffering - converts 10% of his damage dealt to energy up to 40% (like the rage mod)

     

    3 Doom - backstab damage bounus (this counts the hate's charge damage of 200 points) starts at 150% to 375% for 750 backstab damage.

     

    4 Execute - 1000 armor ignoring, damage mitigation ignoring damage the only way you can survive is with raw shields and hp or quick reflexes

     

    This is mainly an idea and not to be used as is. if anyone can modify it to be better go ahead this is my just input.

  12. Since ember already is pretty squishy having average shields,hp and running speed with the lowest armor i think we can go a bit out there with the tweaks but not too far. So my suggestions would be:

     

    1:fire ball - i was thinking that it should be like a 10m explosion that would leave behind a short lived pool of fire of the same size adding offensive utility

     

    2:overheat - fine as is, my favorite skill along with world on fire

     

    3:fire blast - i had problems with this skill and didn't come up with something good enough imo. Someone said that the ulti and this should be combined but that would't work too well as wof is a mobile ulti of mass destruction were as fire blast's ring of fire is immobile. I was considering making it a huge self centered explosion (like 30m) having enemies within 15m take regular damage, enemies farther away take reduced damage and enemies 10m away take increased damage. This idea would have the ring of fire gone though since wof does a better job.

     

    4:World on fire - my only issue with this (besides the sudden changes with the hotfixes) is that it's affected by armor. this makes wof very weak as enemies get higher in level even ancient infested which is the main faction ember is great against.

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