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Phobose

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Posts posted by Phobose

  1. Im a long time stealth user in a vast list of titles. When I picked up warframe I rolled loki than Gunned straight for Ash when he was the most traditional ninja. I've noticed a lot of changes from U9 to now, his reduced damage and more casual shuriken throw.

    Bladestorm is an awesome concept on paper, the problem is it's just pretty to look at and becomes an ability to prolong ur death if u press it on accident. Teleport is a great gap closer in the new Capture missions. Smokescreen is in my opinion much better than Loki's invisibility, why? It has a 100% stagger on application. Sure it mught not last as long but it sure saves ur butt and looks much cooler :p.

    Imo I feel hes in the same boat as other "oh hes awesome, but there are much better warframes to use" like Excalibur, Ember, Valkyr and Banshee.

  2. her abilities tend to set her on fire if she's too close to their cookout target

     

    Fire Ball is the only one currently setting her on fire and damaging you.

     

    I see absolutely no problem adding damage reduction to Ember. She's the definition of a Close Quarter Caster which requires you to take a hit. What, you're going to run into a group of enemies attempt to do you job than just get downed instantly because you're a "Glass Cannon" with 15 armor with low shields and health because you need to max out Power Strength and Duration to Nuke? I'd rather have damage reduction and have low shields and health than None in all honesty.

     

    I'm thinking End Game, she tapers off much faster than alot of the other frames In my opinion.

     

     

    Early to mid game is a whole different discussion I will be bringing up when I'm not exhausted. I'll be posting an idea about the structure of the game.

  3. Ember, the fiery close quarter caster, capable of rendering her foes into smoldering ash.

     

    I'm writing this as a formal thread on my opinion and suggestions on to optimize Ember and her Primed Version.

    Let's get started with an off topic suggestion before we start with Ember.

     

    Certain 1st abilities should have the option to Multi-Phased Charge.

     

    For instance, Let's take the basic elemental Abilities:

     

    Ember's Fireball.

    Volt's Shock.

    Frost's Freeze.

     

    Charging them will not only grant increased damage but also add a bonus effect as well, makes sense and increases the first skill's viability.

     

    No Charges - Basic Damage, increases with Rank

    Rank 1 - 1st Phase Charge, Increased damage with Small effect

    Rank 2 - 2nd Phase Charge, Increased damage with Moderate effect

    Maximized - 3rd Phase Charge, Increased damage with Moderate effect plus effect.

    Max rank goes so, Hold 1, after one second you gain the 1st Phase Charge, after 3 seconds you gain the 2nd Phase, hold for 5 seconds you gain the 3rd Phase Charge.

     

    Let's begin with Ember now.

     

    All information is taken from:

     

     

    http://warframe.wikia.com/wiki/Ember_(Warframe) 

     
    Overview on Ember:
     

                                    Ember

    Health 100.0 (300.0 at rank 30)

    Power 150.0 (225.0 at rank 30)

    Armor 15.0

    Shield Capacity 100.0 (300.0 at rank 30)

    Sprint Speed 1.0

    Stamina 80

    Polarities

    4x 17px-Ability.png (Double Slash)
    2x 19px-Bar.png (Dash)

    Aura Polarity 18px-V.png (V)

                               

     

    Ember Prime

    Health 100 (300 at rank 30)

    Power 150 (225 at rank 30)

    Armor 15

    Shield Capacity 100 (300 at rank 30)

    Sprint Speed 1.0

    Stamina 80

    Polarities

    4x 17px-Ability.png (Double Slash)
    1x 18px-V.png (V)
    1x 17px-D.png (D)

    Aura Polarity 18px-V.png (V)

     

    http://warframe.wikia.com/wiki/Ember_(Warframe) 

    Statistics taken from: 

     

     

                 Abilities

     

    50px-Fireball.png Fireball   Energy: 25Energy_small.png Power #: 1 140px-FireballMod.png Launches a fiery projectile. It deals high fire damage on contact and moderate fire damage to any who enter the lingering flames.
    Equip Cost:0 / 1 / 2 / 3

    Power Strength: 75 / 125 / 175 / 200

    Power Range: 50m

    Power Duration: 4s

     

     

     

     

     

     

     

    50px-Overheat.png Accelerant   Energy: 50Energy_small.png Power #: 2 140px-AccelerantMod.png Stun nearby enemies with strong accelerant. Increases all fire damage dealt

    Equip Cost:4 / 5 / 6 / 7

    Power Strength: 1.5x / 1.75x / 2x / 2.5x

    Power Range: 8 / 12 / 15 / 20

    Power Duration: 7 / 10 / 12 / 15

     

     

    50px-FireBlast.png Fire Blast   Energy: 75Energy_small.png Power #: 3 140px-FireBlastMod.png Slams the ground for high damage in a small radius and creates a persistent ring of fire which deals high damage over time.

    Equip Cost: 6 / 7 / 8 / 9

    Power Strength: 25 / 75 / 100 / 150

    Power Range: 5 / 10 / 12 / 15 (Impact) 4m (Fire Ring)

    Power Duration: 9 / 12 / 15 / 20

     

     

    50px-WorldOnFire.png World On Fire   Energy: 100Energy_small.png Power #: 4 140px-WorldOnFireMod.png Deals high damage over time.

    Equip Cost:10 / 11 / 12 / 13

    Power Strength: 250 / 300 / 350 / 400

    Power Range: 7 / 10 / 12 / 15

    Power Duration: 5 / 6 / 8 / 10

     

    Fire ball is affected by Power Strength and Efficiency.

    Fire ball is not affected by: Power Range and Duration.

     

    Accelerant is Affected by all Power Mods.

    Fire blast is Affected by Power Strength, Efficiency and Duration.

    Fire blast is Not Affected by Power Range.

     

    World on fire is Affected by all Power Mods.

     

    My Apologies on the lack of Information on this last bit.

     

    Overheat - Damage reduction along with a Damage over Time Aura for the entire duration.

     

    Overheat is Affected by Power Strength, Duration and Efficiency.

    Overheat is Not Affected by Power Range.

     

    NOTE: If anyone can confirm this information for Overheat please Inbox me or post the corrections on this thread.

     

     

    Here's My current problem with Ember,

     

    - Her only form of damage reduction was replaced with a CC / Damage increase

    - Her Armor is too low to be considered a "Close Quarter Caster"

    - Abilities don't have much synergy without Accelerant.

     

    My Suggestion since you have already made changes to Ember's Abilities:

     

    Fire Ball: No Changes

     

    Accelerant:

     

    -Idea 1 Toggled abillity

     

    When On: Consumes # Energy initially and consumes # energy over time. Increases Movement speed while surrounded by a combustible cloud of fumes that dissapates when toggled off. enemies caught in the fumes will take more damage from fire until a certain time has passed when outside of the fumes.

     

    -Idea 2

    Not affected by Power Range, Range is 15 Static at maximum rank.

     

    Fire Blast: add a damage over time once inside the fire ring.

     

     

    World on Fire: Combine World on Fire and Overheat.

     

    When World on fire has been cast, you gain the cosmetic appearance from Overheat, also gaining % damage reduction.

     

    Give feedback and criticism It's all welcomed.

  4. er... obviously i wasn't talking about Elec Shield or Contagion. they have no direct damage related to the conversation.

    so then, Overload(and Shock depending on what you're counting), and Venom / Miasma. 

     

    i did not suggest you need to use powers hiding in a corner, i said it was an option. it's an extreme one, and never really needed to be used, but it's still an option.

     

    i've actually been using Ember for the entire day, by coincidence - and Fire Blast alone, gets the job done of dishing out more damage.

    it's cetainly not amazing, but i don't expect powers to be amazing on their own.

    if i actually liked Ember(the powers and aesthetics are just not my style), and  had a set of mods and powers equipped, i know it would be a lot better. now, was this against lv100 enemies? no, but 20 something is a reasonable test for a half leveled frame without much in the way of Survivability mods (or any mods for that matter) equipped. infact, the biggest issue i had, was the same issue everyone has - Scorpions grappling me and dragging me around, while the Napalms kill me. but i avoided that most of the time, progressing tactically, and then moving quickly.

     

    powers are only one of the tools we have at our disposal, all of our tools used together is intended to create gameplay, not only one of them.

     

    this is also probably why Ember has a V polarity on her Aura slot. to improve your weapons to further supplement your powers, mobility, and Sentinel whilst in combat. even if i'd rather have Energy Siphon than an Amp card, i see the reasoning behind it.

     

    I've been using ember since U10 when I finally decided to go frame farming, I've noticed a gradual decline in her in-game play from Damage 1.0 to Damage 2.0. She has a faster decline than other frames against most factions except infested, now Ember really has no sort of advantage against the Environment.

     

    Sure you can use Ember, but why use her when she's easily outclassed by other frames? She's been put in the same boat as Excalibur, She quickly tapers off mid-high tier. I went against lv 40's with no problems because of my maxed Power strength/Duration build and Warframe ability Synergy (I.E. Vortex+ WoF and Fireblast and other Ability combinations).

     

    V Polarity Slot? That's what they decided to put on Ember that doesn't mean that she doesn't need another polarity to give her an advantage, that has nothing to do with Ember. Mag starts with a V polarity slot but she is much much better off using energy siphon.

     

    Your tools only go as far as they can. Most abilities taper off the fastest and are intended to be a supporting beam in the structure to kill more enemies. Than comes your weapons, than teamwork than time. those are the tools that deteriorate initially in order.

     

    My opinion will still stand that Ember needs more synergistic balances within her proposed frame type, which is a Close Quarter Caster.

  5. Volt

    Volt, Saryn, Banshee, are all absolutes. others start to get technical. Vauban, Nekro and Nyx technically can, but they're not offensive Warframes so i don't count them.

     

    Banshee (and Volt until recently), even required you to stay in once place for the duration of the abilities! Ember has never been required to. that is a superb advantage.

    Saryn is a bit different, since all of her powers are fire and forget style, so you don't need to stick around(though you normally would to take the opportunity to shoot things in the face).

     

    but again, World on Fire has a pretty good range, you don't need to be all that close to the enemies, hiding around a corner will still dispatch them very quickly.

    and Fire Blast is a Fire and Forget power, so you can be miles away from it. 

     

    i'm actually slightly excited that i can increase the damage output now with Accelerant. that sounds useful.

    taking ~60% less damage is also useful, but in a Defensive way, not Offensive. i find it a fair trade for Ember to have average Health & Shields, and be dishing out a LOT of damage. if she was more Defensive, her damage output would then most likely be lower. risk & reward, right?

    Volt's energy shield doesnt directly impact enemies it affects your primary and secondary. Saryn's contagion is melee only. Venom is the only dot she has and according to the community and my own experimentation, it isnt viable. Banshee's soumd quake is the same way, banshee eventually topples down to a support warframe. All the other Warframes you have mentioned either arent affected by power strength or arent direct damage warframes.

    If u have to sit in a corner to use ur abilities outside of a defense mission im sorry but ur playing warframe wrong.

    Ember's idea is suppose to be an on the go close quarter caster turning all in her path to smoldering ash. If ur in the face of your enemies ur gonna need survivability because the only forms of health regen is trinity, equilibrium and oberon.

  6. perhaps because it didn't make all that much sense on the frame, and no other caster has something similar.

    i use casters, and don't die, so do the same with Ember.

    (many of the casters are also just as if not closer ranged than Ember, her AoE powers have a pretty good range).

    hell, World on Fire and Fire Blast hits through all objects, so hide in a corner, and just activate the powers. (extreme, but would work).

    oh, and Overheat had a range of like 2m. not much to write home about.

    and personally, i like Fire Blast a lot more than World on Fire. even if WoF looks really cool now, Fire Blast has more tactical use.

    The difference between ember and other frames is due to the direct fact that she had damage over time abilities. To directly make her abilities short ranged if you want to max the damage and duration, making overheat not so bad. Namme a warframe atm that is direct damage warframe that has duration other than ember? I cant think of one.

    Edit: writing from a phone at the moment excuse the grammatical errors.

  7. I did quite enjoy accellerant, people need to get that embers concept always was a damage dealer, giving her tanking skills was wrong from the beginning. Accellerant increases her viability in endgame enormously, using accellerant and then world in flames does serious damage, or just use an ignis, this is hell on earth for enemies! It pretty much triples fire damage.

    I can finally kill even level 40 or higher enemies with her 4 and the debuff, she actually does what she was always meant to do: damage-dealing.

    Overheat dealt damage over time aswell as damage reduction. Is there a problem with a little bit of survivability? I dont understand still why it was removed in the first place

    Heres my idea. Combine wof and overheat together. Slight dot with a very slight damsge reduction.

  8. U ever thrown a strength build and spam multiple hallowed ground in one spot? Its scary. Speed up the death by popping some bullets in them.

    Smite is awesome narrow areas.

    Reckoning? Forget it

    LIFT THEM UP AND PUT THEM DOWN!

    You need to put the right mods on him and he's awesome

  9. I find no use for accelerant, replacing overheat was by far a bad decision. Lemme summerize each of the other abilities.

    Fireball: not reliable spamming fireball in a vortex is ok but not viable than the other abilities (obviously)

    Fireblast: not bad, get a well placed vortex and it will deal consistant damage.

    World on fire: the new animation is a perfect synergy with vortex since the flame geysers hit everything sucked in multiple times but unless u can deal with the immense lag than its good.

    My idea would have been buff buff overheats offensive capabilities,

    Add more damage and add the aura radius so you arent in the aura of lets say a toxic ancient.

    Also for the love of everything you released in my opinion an amazing looking primed frame which no one will use.

    On a side note on fire damage.

    Things that refer to FLESH should have WEAKNESS TO FIRE

    I am absolutely disgusted with the fact that cloned and infested flesh does not have a weakness to fire especially infested flesh since they do not have armor. What the sudden mutation or cloned flesh has a sudden resistance to being charred to a crisp by extreme heat?

  10. Stalker comes after people after they defeat a Boss. The more bosses you defeat in a row the more likely he will appear. he will use the last boss's name as an excuse to kill you lol.

  11. Forgive me if this is a duplicate but

     

     

    Why not have Kneeling pads as a Dojo Decoration? I've always envisioned this idea of having that Buddha statue with kneeling pads in front of it.

     

    I'm sure that would also give people the Incentive instead of Afking in the Star Map they'd afk in the Clan dojo >_>

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