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main_antagonist

Grand Master
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Posts posted by main_antagonist

  1. 1 minute ago, Reifnir said:

    Try as I might, I am still unable to picture a scenario where Hallowed Ground is a useful ability. It fails horribly at delivering Radiation procs, because well, Loki exists and Irradiating Disarm does that and more without having to rely on enemies walking into it.

    It fails even more horribly as a defensive ability because let's face it, unless renewal synergy provides some 4000-5000 flat armor bonus, it won't help anyone survive any damage worth noticing anyway due to how Warframe enemy damage scaling jumps from mosquito bites to hitting like a freight train. 

    Worst of all, arc or carpet, it's still a limited area, and unless you're camping inside a tube standing in one place (unless it's inside a Snow Globe) is a bad idea. So...

    How about you change it into an aura-like ability? You know, because Auras are a Paladin thing and Oberon is at least some part paladin, right? It doesn't need insane range, and you may even nerf/ditch the damage component, it would be good enough to have an aura that makes enemies go nuts and grants allies extra armor on every renewal. 

    That sounds like a nice augment

  2. 3 minutes ago, JesterTheNight said:

    Orbs are good, I don't play Overwatch, but with the change of Renewal still being active after having fully healed an ally, it could be just like Zenyatta's healing orbs. With the wave you have to position yourself near allies, while orbs would just fly to your allies themselves.

    The wave is good because it encourages teamwork instead of people running off on their own and then expecting a free heal, playing support I hated being trinity and nobody would stick with you once they got their free energy they'd rush off and do whatever they wanted ... they'd get hurt and ask for a free heal on the other end of the map her rework removed the global heal and made it so people actually cared if I was around getting mobbed and overwhelmed.

  3. 9 minutes ago, LogaMC1995 said:

    I will miss the Renewal orb, because I run negative duration. If the rework hits, my Renewal wave won't reach far. GG gonna be called a selfish Oberon.

    Maybe they could have a threshold? If you have 100% and above duration you get a wave heal

    If you have under 100% you get healing orbs? For negative duration users.

    I dunno I can't see any reason why I'd use negative duration on him with the rework they're presenting so far but I may find a use for it

  4. Hallowed Reckoning to leave radiated corpses so we can have a bit more control over where the Reckoning spawn zones are. 

    No point having radiation spawn zones where the enemies won't be located, what I mean by this is that if the enemies came rushing in through a doorway and you turned them into radiation zones/corpses you know that more enemies are likely to pass through that spot and get effected by it.

    When it's random with the way it currently works it could be near a wall no where near the pathing areas of the enemies themselves so it will not get used in an actual combat situation. 

    I'm aware that nekros and some other mechanics of the game remove corpses, the point is the corpse would linger until it dissipates as usual but the radiation visuals for the Hallowed Reckoning would always have a 100% chance to spawn where an enemy has perished to the ability, in the case that there are no enemies around well make it random as it currently works so in short ... When there are enemies the Spawn zones are always where the corpses are, when there aren't it's random.

  5. 6 hours ago, Jochcio said:

    Ember WoF is already cancerus enough at lower levels even with the cap, in my opinion it definitely doesn't need a buff likely this one, maybe something that would let it scale a little better, not something that will basically let players bulletjup through the map without even noticing enemies existence (the only thing left is pile of burned corpses) 

    I think you've got the wrong idea.

  6. On 18/04/2017 at 2:05 AM, DeadScream said:

    So basically on mobile missions the walking simulator would be intensified ? 

    How about a heat stack system which unlocks WoF only after a while ? So people will finally get to... aiming at stuff ? 

     

    You joined my "nerf and buff" thread just to tell me "hey come see my buff thread, I don't care if Embers ruin every single Exterminate pub :D"  x) 

     

    I kinda like your idea though, on higher levels it would be nice for Ember.

    Don't misquote me please @DeadScream

     

     

    On 18/04/2017 at 2:49 AM, zzzNitro said:

    If anyone is familiar with Dota maybe they can see the similarity with Lina's Fiery Soul, a passive that stacks used spells to give physical buffs, taking that and using the bushfire logic by @main_antagonist while following @ShadowTony suggestion of 18 stacks max I would say that in order to prevent abuse and AFKing a good alternative is to buff Ember's additional damage, so faster movement by stack (let's say 8% each), faster firerate for primaries (maybe 5% per stack?), higher status proc for secondaries (7% per stack) and/or attack speed for meele(10%?). That in my opinion would be a good incentive for 1.- Use her kit more and 2.- Mod weapons for sinergy with her kit while 3.- Giving no benefit to AFKers.

    Edit: By the way, is any of the other Ember players bothered by the fact that Fireblast and WoF have a similar animation? Wouldn't Fireblast look a lot better with a releasing ki sort of animation? Like an internal explosion going off. Just a thought.

    I think that's a nice concept :)

     

    On 18/04/2017 at 1:59 AM, Xekrin said:

    A half-hearted attempt at a better mechanic for such a concept would be that 'zones' slowly fill up with excess energy (or the reverse are depleted of air/energy/void/whatever), so after a certain point either Ember's abilities gain extra damage that slowly drains away.  

    Either that or her abilities are at full strength for only a certain duration in any particular area before the area requires time to recharge/refill.

    Upon moving to a new area, her strength is renewed. Thereby remaining in one area too long turns her blazing flames into little matchstick fires until she moves to a new location effectively refreshing her power.

    I dunno something like that.  I like the visual of bushfires spreading, and rather wish our fires did the same when being ignited.  I just don't like the idea of constant movement being the only way to maintain it.

    Maybe the cooldown period should be around 30 seconds for a 20 meter radius or something.  You can remain in a 20 meter area for 30 seconds, moving or not and slowly gain stacks over time, after 30 seconds they decay.  Moving to a new area within 30 seconds maintains and refreshes the stacks keeping the ability at full strength.

    Although I feel that is rather a lot of effort to go through for a single ability.  May as well redo her entire kit and have everything work off of it, like Nidus.


    I'm definitely open to the idea of moving fire patches, perhaps there could be a rework for fireblast and world on fire to spread more flame patches?

  7. Just now, Djego27 said:

    It is not negativity, it is just my honest opinion as a Ember main what the chance will accomplish from somebody that plays Ember as main since a very long time.

    You left no alternative mechanic suggestions or positive feedback that's called negative criticism 

  8. 3 hours ago, Xekrin said:

    I kind of like the idea but dislike the whole 'must stay moving' part of it.  There are plenty of times when it would be perfectly normal for someone to not be moving.  In those situations I will have to what? run in circles?  We already have volt's annoying passive for that.  What if I wish to aim and shoot a horde coming down a hallway?  

    I will feel like I'm wasting potential damage by not moving constantly.  This would be a bit of an interference with my normal play style.  I try to adapt to changes made to frames and their abilities but this one just sounds like it would run me ragged, pun intended.

    Again, like the idea but I think we could find a better way to do it that doesn't involve constantly sprinting just to maintain max potential damage.  Keep in mind we cannot shoot and sprint at the same time, though this would be a great time to bring forth the problem of having to reactivate sprint after shooting, which DE said they'd look into last year or more.

    Yeah but as I said in my OP bushfires spread that's what inspired this they move, and it is an added bonus that it stops afkers.

  9. 1 hour ago, Djego27 said:

    What does enemy scaling has to do with it?

    People do not use Ember at higher levels. I am like the 1% that played Ember long before the WoF buff(even where it was just terrible at high levels without the ability to re stun with acclerant over the full duration of the ability) as main and know WoF is mostly irrelevant for your dps, not because it is not one of the strongest 4 in the game for damage(what it actually is) but because of the amount you can deliver with properly heat modded weapons is multiple times higher.

    It buffs macro afk farming, it buffs "run to the exit as quick as possible" farming, it does nothing for people that actually play Ember at higher levels. There is no benefit for a active played Ember, given that the change would not benefit you on levels where you actually have to play your frame active.

    I don't see anybody agreeing with your negativity

  10. 12 hours ago, Djego27 said:

    People would just exploit it with a macro running against a wall and running to the exit as quick as possible is the normal way of people to play Ember anyway in low level missions, why would you buff that? You also would lose any use of the mechanic at high levels, since you do not run past stuff at L100 and it dies from WoF, you actually have to stop by and use your weapons.

    Until the enemies scale up to the point that they are able to knock you down and you lose your stacks sorry I don't agree :)

  11. I don't even play JV raids ... the inside looks all the same it's too confusing unless you live to do it every day and learn every subtle difference from flesh wall to flesh wall .. I just feel like I'm walking around in guts that looks the same at every angle I look.

  12. I'm still weeks behind for my login progress from when DE had multiple DDOS attacks, support said they can't reimburse login days ...

    Australian internet didn't seem to connect well while DE was under attack all those times so I'm yet to even see it as a thumbnail in my login progress haha

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