Jump to content

Calthous

PC Member
  • Posts

    37
  • Joined

  • Last visited

Posts posted by Calthous

  1. I feel like the energy cost for Ember's Fire Blast (3) is a bit high for what you get. I think either some reduction in cost (such as lowering to 50, or a reduction based on immolate levels), or adding in something like passive heat 'venting' for a few seconds (4-6 seconds?)  would help the ability mesh better.

     

    Immolate does feel like it is rising very quickly, but what I suggested might help with that, otherwise a way to slow the build up might help. Such as bullet jumping or rolling helping to dissipate heat. 

     

    I still think Fire Ball has the same old problem of being a bit slow and clunky to fire off, but the combo addition is very welcome to me.

     

    Otherwise, I think the rework is very solid and so far I am mostly enjoying it, I just think it could use a few small tweaks.

     

    • Like 4
  2. I would be happy if they made rubble drop off something other then the 75 or 100 energy ability (not counting the augment, which seems to have some issues with working properly), specially since you lose it so fast once you do get it.

     

    If atlas was reworked, I would love to see an implementation where the rubble mechanic completely replaces the shields. Sort of an ablative armor to replace the normal shielding mechanic, maybe something that lets him absorb his tectonic walls or rumblers into himself.

     

    Otherwise, I just wish they made rubble an easier mechanic to hold on to or obtain, I am otherwise happy with everything else.

  3. I am fine with the damage being low, but corresponding with a overheat range of 7.5 meters is really short. Again, they made it a very short range ability on a frame with low armor and no straight up defensive powers. The main selling point of her last work had DE focused a lot on the damage improvement. (Literally some of those Dev Videos had them being like "Its alright everyone! Her range may be going down but she is getting better damage!)

    The rework highly focused on damage being 2xed at overheat (which is worked up over a 9.5 second build up time), while having energy cost double and range halve. I get why they reworked her, she was a beast of quick killing low to mid-high tier enemies before, but I think they over approched it. In terms of just WoF, I think they should have had a smaller energy cost increase over overheating and made the range drop not quite so bad. Though I would have liked to see overheat as a mechanic for her that affects all her abilities more.

    Otherwise, I could live with the current WoF, I just wish they uped the armor a bit, or gave her some better defensive abilities if they were focusing her even more into the role of close range.

     

    Also

    1 hour ago, SenorClipClop said:

    I don't really use her in PoE, but I regularly have top damage and highest kill count in Sorties (not including Elemental Resistance modifiers, obvi) when playing Ember. Just sayin'.

     

    EDIT: Also, I don't remember Ember being touted as an "alternative to gunplay". That's the (somewhat erroneous) description for Volt. 

    Ooops, Wow Yeah I got that wrong, my bad.

     

    51 minutes ago, ZodiacShinryu said:

    You ever stop to think maybe WoF isn't meant to be a main damage source? When WoF is active you have complete use of all her other tools... weapons, other powers, movement. It is a passive aura that 'passively' does damage while hindering nothing. There is absolutely no reason for it to do massive amounts of damage even if I think the target lock and cap is too low since the explosions are single target and not AoE. Suggestion, make more use of Accelerant.

    The problem is I find it hard to justify using WoF, energy cost gets rather extreme for anything other then quick bursts, and If I use the Ignis Wraith or something with a good heat focus then I never need to worry about WoF. Honestly, I find Accelerant to be her best skill right now, but otherwise I think the other three are in a wierd place right now and could really use a lookover. I wish they tied the overheat theme they seemed to have gone with for WoF a bit into everything else, made her more of a risk/reward type of warframe.

    I would almost love to see WoF a duration ability, while Accelerant would become a constant aura ability, though that might be a bit to similar to the current Sayrn meta.

    -Added in the original Dev Statement with her last rework below.

    To quote the patch notes given with her current form.

    "Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember’s specialty is “anything under level 30”. By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability’s huge range.

    World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current “set and forget” approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies.  World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately!"

    I agree with these goals listed, but I still think they overdid the range of changes a bit. They still mentioned the intent to keep it a high damage power, but honestly it feels like fire quake is required if you want any high level use out of WoF now. I think it might have been awesome if they dropped most of the damage, kept the range, and made it increase the effects or duration of the heat status effect on everything in range, and then her first ability would take better advantage of that.

    Have the current Accelerant cause the damage boosts for the heat element, while World on Fire extends the duration on targets in range while active, and fireball/fire blast apply heat damage.

     

     

     

  4. Tried Arbitration with Ember Prime for the first time. Was looking forward to it as I used to use her a fair bit, but stopped when her 4 pretty much became a close range ability and her survivability took a nose dive because of her tissue paper armor. Well 125 but for being cut to close range for her ultimate that is terrible, a corpus with a shotgun can take her down past shields with a full redirection at those levels (60s-80s).

    Even with the 300% bonus, it took enemies several seconds to die from world on fire... at close range! Afterwards I tried a ranged build at 250% with Firequake and less strength it worked alright for preventing enemies from attacking while you finish them off with a weapon. Range it still horrible when its at 100% with range mods. At that point all ember seemed to be good for was staggering enemies to finish them off with her gun.

    Remember when Ember was touted as 'an alternative to gunplay' (Woops, Yeah that was Volt). I feel like at some point DE forgot that part. I also wish when they made a redesign on a warframe they would at least do a review period for awhile to see how well the community does with it I understand why they changed her, but I feel like they approached it in a rather terrible way. I don't think the doubling of damage was is at all worth the doubling of energy cost and halving of range. Not to mention the range part is even more terrible when you consider how fragile of a frame she is with her near paper tissue armor. Nova has much less armor yes, but at least she gets damage resist from her 1 ability. Ember has mediocre utility, and just downright terrible damage at high levels, to the point where even with +300% damage she still solidly sucks.

     

    For a nearly 'all offense' frame. She is just terrible fighting anything over level 40, and almost entirely useless in the expansive open world of Plains of Eidolon. I almost feel like she needs a complete redesign rather then an overhaul at this point.

     

     

     

     

     

  5. I though it was weird that she was overpowered, so they nerfed her, then she was considered too complicated to play, so they pretty much put her back to where she was if not stronger with the last buff. Might work a bit different then before, but right back to the mass killing queen.

     

    Otherwise, yeah it is getting a bit annoying to play games with Sayrn players. I don't blame anyone for playing her, but it does feel like the OPness of her kinda sucks some of the fun out of the game. Not to mention those fun times when you enter a game that already has two or three of them.

  6. What really gets annoys me is that they made her a much closer ranged frame... but did not buff her armor.


    Seriously, 125 is rather weak for getting as close as she does for the reworked WoF.

    She really needs a good armor buff, or an actual defense power.

  7. My main issue with this is that the changes will make her more of a close range frame when she is really squishy for that role. If they could add a sort of fire shield the longer WoF goes on to compensate for being forced into closer range, then I would be fine (though I wish they did a bit more of an overhaul on ember rather then just dinking around with her 4. Maybe add some synergy so 1 and 3 work/enhance a current WoF effect?).

  8. Give them a mulligan on the first MR test. I have seen quite a few people fail it because they did not realize it was Primary weapons only, and/or because they brought a sentinel and it immediately failed them when it fired. Early on this can bring progression to a frustrating halt for new players.

    Honestly I feel like the first few levels should have a lower delay between retaking the tests.

  9. 5 hours ago, BrokenBullet said:

    If they are gonna keep the passive with her first ability, they should make it where the enemy has a chance to get disarmed AFTER the Mind Control ability runs out.

    I would love that. It seems really odd that they made a passive that has a straight chance to gimp the use of the first ability.

  10. It has been a long time since I played Nyx but it used to be my favorite frame and I recently decided to start playing her again.

    However I quickly noticed that her passive, descriped from the wiki as "Enemies affected by any of Nyx's abilities have a chance to become disarmed", keeps affectingtargets of Mind Control, in a way that sort of kills the point of the ability. 

    Generally you want to target a high damage target, as enemies typically dont hurt each other as much as a warframe (They have a lot more spongy life) even with the +500% damage augment, but it really sucks when targeting a napalm, bombard, corpus tech, and just watching them but down their high damage weapon, and then just melee the nearest target for an extremely low amount of damage (again, even with Mind Freak +500% damage augment). 

    Also, Enemy Ogma's in the plains of nyx when affected by this ability will typically just stop moving and hover over the battlefield. I don't think their A.I. can handle being disarmed, lol.

    If DE could stop her passive from affect the first ability, I am fine with it working on literally every other power but that one, or do a small redesign, that would really help with the mind control power.

×
×
  • Create New...