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CTanGod

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Posts posted by CTanGod

  1. Fire Blast breaks once you have more than 160% range, it will have great issue in affecting enemies, particularly if cast from mid air.

    It also doesn't work correctly when interacting with Limbo's Rift mechanic: It will affect enemies depending on your position and the enemy's, if you are inside and they are also inside, it will work just fine, if you are inside but they are outside, it will not affect enemies outside of the rift and vice versa, if you are outside but they are inside it will not affect them.

     

    Inferno seems to have wonky targeting. It will target enemies, but there are a few instances in which it won't. From what I've seen, it will not affect enemies in in different rooms unless there is direct Line of Sight to them. This applies to certain map geometry and room design where some enemies, despite technically being in the same room, will not be targeted. Is this intended? It seems to be the same case for Garuda's Seeking Talons.

    Inferno's fire rings will also not apply a Heat effect on enemies it spreads too (and possibly to enemies it already affects), despite the ability description saying that it will ignite them. Is this weird wording or a bug?

     

    This may not be a bug, but, Fire Ball doesn't leave a napalm effect like her Ability Card would suggest. Is this an error with the Ability Card or with the ability itself?

  2. Not all feedback is good feedback, sometimes it's just whining or bad suggestions. DE, like everyone else, sees the feedback and measures which parts of it are relevant and choose to act upon it or not. I will however say that DE are slow when it comes to using feedback to improve Warframes, Lord knows how DE managed to actually do changes to Khora for like 4-5 weeks after her release yet they still haven't done anything for older reworks/frames that need improvements to be up to snuff.

  3. Ever since her Prime got released I have been disappointed that we can't play during missions as her combined form, I think the combined form of the Prime is the best looking form and I'm probably not alone here.

    I know it's not a priority but it would be nice to maybe have the option of locking the form we want to play as in the appearance menu or maybe we can get an augment that lets us play as the combined form for a while (where abilities have the effects of both forms).

    It's kind of a shame since probably a good amount of thought and work went into making the combined forms but they feel like a wasted effort when 99% of the time you can't play as it.

    • Like 1
  4. 11 hours ago, Nichivo said:

    Fireball is a little bit lackluster, but what is the big complaint with Ember this time? I used her before the rework to solo sorties just fine, and now it is even easier than before. I'm just curious why people are complaining about Ember. Is it because you have to manage heat? Poor Vauban😢 reads these threads and tears stain his armour.

    Before, Ember had trouble with energy management and clunky abilities with meh range but at least they worked through walls and you could fall back on CC which is an active play style, now Ember still has trouble with energy management, some mechanics feel redundant and abilities either have bad range (Fireball) or questionable mechanics for a damage frame (LoS Fire Blast which is now a core ability rather than a defensive ability, Cone Targeting on Inferno) and your fall back is now DR, which is a much more passive play style (just using guns/melee isn't the same as using CC AND guns/melee).

    Vauban is fine, all he needs are faster tesla coils and a higher target limit on tether coils.

  5. The problem is that in online games or in MMOs you need to create player retention somehow, if players can quickly chew through all the content available and get all the best gear in a short amount of time, players lose interest so the only way to create a form of player retention is through grind, be in RNG or just straight numbers grind. Imo, the current grind in Warframe isn't so bad since the gameplay is fun, what does suck however is the fact that lvl4+ Lichs are absolutely a pain in the bum to deal with unless you cheese them, that isn't good.

  6. 3 minutes ago, (PS4)Ozymandias-13- said:

    Honestly a huge improvement would just be to reverse the meter synergy with Fireball and Fire Blast.

    Make Fire Blast add heat to the meter. Make Fireball consume heat from the meter (instead of energy) when Immolation is active.

    This fixes the issue with Fireball casting cost being entirely too high to justify repeat casting to benefit from the combo mechanic it was given. It also gives a reliable target ability to use frequently to keep the meter down instead of having to blow all of your energy with Fire Blast to keep from... losing all of your energy...Especially when you don't have a need for Fire Blast as often. 

    Right now you're better off just turning off Immolation and turn it back on to reset unless you happen to need Fire Blast in the short meter window between Fire Blast being optimal and Immolation completely draining your energy pool.

    I'd say the issue with Fireball is just the split damage and the poor aoe. As for Immolation, the problem is that every cast of fireball makes the meter rise by 1%/s and every cast of inferno makes it rise by 2%/s and there is no cap. So if you play her as a caster, Immolation becomes impossible to manage since Fire Blast only lowers the build up rate by 2% so you get punished for playing what was probably the intended role. I believe the energy drain could be worth it if Immolation gave bigger bonuses for going caster (right now it just makes the Charge on fireball faster and increases the damage of the rings). My idea would be to just turn Immolation's overheat into a sort of berserker mode where all you abilities are free (fire blast can't reduce it anymore) and for every 2 seconds overheating your abilities deal more and more damage, that would be interesting and fun and would make the weird mechanics on the abilities justified.

    But anyway, this isn't the place to theory craft, for now we should wait and see what happens.

    • Like 1
  7. 8 minutes ago, [DE]Rebecca said:

    Yes and no - we are cataloguing important feedback, but we are in a patience-streak as we work toward some bigger development goals. Our ongoing-development model allows us to cyclically return to things, sometimes the waiting game is a bit long, but we'll have the feedback ready as the team is ready for it!

    Well at least I now know that you are still looking to make changes. It's just that most of the time reworks and even released frames see no changes for extremely long periods and that always makes me disappointed and kind of afraid of what will happen to most frames as the game keeps evolving. Thanks for the response!

    • Like 1
  8. I know DE's been busy with Railjack and fixing and improving the Kuva Lich system and I am aware that "Ember is good now!". That still doesn't mean that she needs some tweeks since she still has obvious flaws:

    Fireball being bad due to AOE range (2m-2.4m) and split damage, Immolation can only exist in 2 states either it's trapped between 50-60% or it's constantly overheating (to say nothing about the really lame benefits, other than damage reduction and armor strip), Fire Blast still having wonky targeting and Inferno's rings not having a proc chance, so they are just... kind of there.

    Yes, yes, she is better than before (I only find Inferno an improvement, but to each their own) however she isn't as good as she could be.

    Anyway, I'm only posting this because I feel like Ember will now stay in this state forever since DE will eventually forget/move on to other things.

    • Like 11
  9. 45 minutes ago, DatDarkOne said:

    Then maybe you should have added to your sentence "before rework" and no misunderstandings would happen.  😛

    edit: yes I did go back and read your statements twice before I made my comment.  My reading comprehension is way above average just in case it comes up.  

    Well I did say Old Ember and even made references to old abilities but whatever.

  10. I'll start with Fireball: it's targeting when aiming seems to choose dead enemies over alive ones if they are closer for around 2 seconds after an enemy died.

    Fire Blast: Sometimes enemies won't be affected by a heat proc (this happens very rarely). The targeting logic seems to break the more range you have in your build, at 250% range the ability had trouble affecting enemies in front of me, sometimes it would even affect enemies around corners for some reason. Another issue is the fact that Fire Blast will not affect enemies on the inside or outside of player generated objects (Gara's Wall, Frost's Snow Globe etc.) and will not affect enemies outside of the Rift if you are in the rift.

    Would be nice to see these fixed.

  11. 24 minutes ago, BornWithTeeth said:

    I have some very good news for you about Ember’s new kit and the changes to Heat damage.

    For God's sake I am aware of the changes. If anything they are the sole reason Ember can even consider herself a damage frame when it comes to armor (Fire Blast is too unreliable to strip armor). I was talking about old Ember, before the heat proc changes. Do you people even have reading comprehension? No offence, but so many people keep giving me answers that make me think they don't understand what I say.

  12. 2 minutes ago, SneakyErvin said:

    Even versus grineer at level 50-60 should not be a benchmark. And I do factor in her mechanics and values, I also dont really consider #1 skills on many frames since they are generally bad. You tend to transition out of #1 skills very early, for Ember there is no use to ever hit her 1 after you get her 4. So worrying about the stats of the #1 is pointless, since you will never ever build to make it better and if it does get better while building for the rest you will never use it anyways.

    There is nothing wrong with having LoS requirements on skills when they hit hard aswell as have other uses aside from pure damage. I also dont really see the costs as a problem, I run a 175% efficiency build with basic energy pool and never run out while spamming away with her 4 and reducing heat with her 3 as needed while having 2 toggled on. I guess the LoS requirements just dont bother me since I moved away from the no-LoS AoE frames a long while back. They still see use at times when needing a sortie defense cleared as fast a possible or when I need a kill X enemies with Y element nightwave task that fits them. When I actually wanna play the content I prefer an interactive frame, which Ember fits perfectly now aswell as being a high damage dealer.

    Regarding the need to have targets infront of you for Inferno, yeah, but there is this thing called positioning, which is easy to do on defensive maps. She kinda follows the same rules as Mesa and last I checked Mesa wasnt considered a bad frame due to having LoS and angle rules to abide to.

    Level 50-60 grineer is a valid benchmark when the frame and damage type have no way to deal with armor, alloy armor has resistances to almost all elements, heavy units gain huge armor values and then you add it other special units with absurd armor values. I did use Ember even for lvl 100+ corpus/infested and her damage values were up to snuff there, just not against armor.

    The thing about 1st abilities is that we should start considering them as an important part of the frame, Fireball can easily be good if DE were to made the changes I suggested since the combo mechanic + heat procs makes it do tremendous damage. You said you like interactive frames (as I do), so why not make Fireball good? it would make Ember more interactive, you would have more options to work with. Why not make all 1st abilities good? Good 1st abilities can only add to a frame, not detract.

    I hate LoS abilities because they tend to be inconsistent, the amount of times I have seen Fire Blast not affect enemies I can see on my screen is too large to even mention. As for Inferno, I don't hate the targeting, it's ok, I hate the fact that the ability isn't stronger for it however but that can easily be fixed by giving the Rings a proc chance, that way they can keep the initial heat proc from Inferno going and can make the ability a good CC move as well.

    The reason people don't complain about Mesa's Peacemakers is the fact that once you cast it you can just rapidly spin the camera around and hit enemies everywhere before the targeting AOE gets too small, with Inferno you press it in a direction and hope for the best, positioning does very little here as you have no way to know if the enemy is in a different room or behind some object/environmental detail that counts as being in a different room or some other spaghetti code logic. Also, Peacemaker isn't advertised as striking everything in front of you, it just says shoots all enemies in sight.

    Personally I find Ember way less interactive, I don't have to make sure enemies have Accelerant on them, I don't have to make sure I time my WoF right, I don't have the to think about using Fireball (since it's garbage), I don't have to consider using Fire Blast's ring as some source of damage or just eye candy. All I do is press 3 and 4, hoping they work correctly, I feel I do less for my team, I feel I have fewer options.

    The worst part is, all of these issues can be fixed with quick and easy changes but for some reason people don't see these issues, all they see is this amazing rework. Maybe comparing it to the previous version, yeah, I guess it is an improvement (although anything is an improvement over the last version of WoF...).

    *sigh* I'm just so tired of all this, I want Ember to be good, but I don't see it here, all I see here is a failed damage/tank hybrid.

  13. Just now, SneakyErvin said:

    Level 50-60 isnt a good benchmark though. It is beyond that where she shines now, something she didnt do previously because of both low damage and horrible survivability. You are also neglecting how much easier range is for her now.

    I should have mentioned that the lvl 50-60 benchmark was for Grineer since Alloy armor is a $&*^. When you say she is good for high level you have to factor in her mechanics and values: right now Fireball is useless, it still has the split damage problem and now has even worse range (but hey it scales with range mods, only 250% range and you have the old base range back!), Immolation is punishing to use if you plan to cast abilities all day, Fire Blast has LoS of the lowest caliber and takes way defensive ability while also costing a S#&$ ton, Inferno only targets enemies in front of you so long as they aren't off screen, in a different room/behind a door. I absolutely do not understand where people are coming from when they say she is amazing, her damage is nothing special, her abilities are either bad or frustrating and all she has that is somewhat reliable and consistent is damage reduction. Does everyone just run her as a tank or something?

    1 minute ago, (PS4)Lei-Lei_23 said:

    2013 WoF? I had some PTSD spam casting that ability with its low duration and not being a toggle ability @CTanGod

    If I remember correctly it used to have a 15s duration which scaled with mods. Considering that back then we only had continuity, constitution and narrow minded for duration mods, yes it was low, but keep in mind it didn't drain energy after an initial cost and still was a passive damage aura. If toggle abilities are so good, why do all good damage reduction abilities rely on a duration? I mean, casting the ability once every 15 seconds is much better than constantly losing energy for 15 seconds, regardless if it does something or not.

  14. 15 minutes ago, SneakyErvin said:

    I dont think you actually know what the acronym dps means if you think Ember's dps took a drop with the rework. Everything in her kit has improved her DPS massively. Her old skills did a fraction of the dps she does now, too a limited amount of targets over a silly short range in most cases.

    She was a low level mission hero and even there she wasnt even very good compared to several other frames. Now she is a top tier damage frame, with great survivability, debuffs and cc aswell

    Let me do the math on old Ember:

    Base values: 400/150 fireball, 300 Fire Blast, 800 WoF multiply all these by the 2.5 multiplier of Accelerant and you get 1000/375 Fireball, 750 Fire Blast and 2000 WoF, 35% proc chance. Only WoF had lower damage than Inferno. However all of these change drastically when you use Power Strength.

    At 200% power Strength: Accelerant would have a 5x multiplier so that would be: 2000/ 750 Fireball, 1500 Fire Blast, 8000 WoF. 70% proc chance. Now keep in mind that heat procs would double dip, they would be larger first because of the damage that procs them and and secondly because they would be amplified by Accelerant. Ember only lacked damage vs Armor because Heat procs didn't work like they currently do but even back then I could legit quickly kill lvl 50-60 grineer anyway. Anyone who says old Ember had low damage is just plain wrong. To put it into perspective, WoF and Inferno basically would have had the same cost (Because Accelerant + WoF, which would hit all enemies in range upon cast) but WoF would have hit everyone in range instead of needing 2 casts to cover all angles.

    What held Ember back was the garbage passive, split damage and static aoe fireball and absolutely garbage WoF changes (yes DE, murdering my already small AOE on WoF for double damage was a good idea /s, also making it a toggle, absolutely brilliant move, who needs energy anyway?).

    If DE had given Ember her current passive, reverted WoF to its 2013 status, made Fireball do full damage in the aoe and had it scale with range, and reworked heat procs like they are now, Ember would be the perfect dps frame, she would do good instant damage but also increase in damage as time flows while also having decent CC to survive and help in a group.

  15. 1 hour ago, _Connor said:

    Vauban's vortex desperately needs to be changed to require line of sight with some kind of object-based falloff.
    Easiest example is Hydron.
    If i throw a vortex on one of the pillars by the pod, and have long range on my build, it will ragdoll/pull enemies that are behind the walls of the map and just drag them into the corners of the floor/wall and under staircases / pipes etc. This is almost completely useless and incredibly annoying. 
    Pulling an enemy into the low handrail surrounding the pod? fine. Pulling them into a crate on Europa? fine. Pulling them into the wall of the map in the next room over of the tile? garbage. 

    Careful what you ask for. Line of Sight mechanics on AOE abilities are notoriously glitchy and can easily turn a good ability into pure trash depending on the map.

  16. 1 minute ago, kapn655321 said:

    Also kinda miss how it left heat behind on impact..

    I don't miss the visual being so invasive, but if there was some wobbly heat waves that diminished from the point of impact..
    (like how cataclysm shrinks, but way scaled down.) Just a way to get out more AoE heat procs if it's close enough.

    I don't know why they didn't just use the Hyekka Master's fire grenade ground effect for it but with some tiny flames to distinguish it. I did mention in my report that the ability card shows that Fireball still leaves the napalm effect but it doesn't say so in the description nor does it work in the game.

  17. Just now, kapn655321 said:

    Thanks for bringing these to the table.
    Ember's new kit is very nearly excellent, but I've also been having some pretty mixed results with performance.

    Yeah, based on my calculations if Inferno worked properly it would deal a minimum of 8975 damage over 6 seconds which is really big for no extra power strength, to say nothing of the CC she'd have if the Rings proc'd heat. She still could use other changes (like 5-8m base AOE for Fireball and no more split damage, just a straight 450 damage) but having these bugs fixed would at least make her consistent.

  18. Client side bugs:

    Inferno has inconsistent heat proc on the meteor impact. From what I've gathered the meteors are supposed to proc heat on impact, or at least have high chance to do so. For Hosts it works fine, for clients it's inconsistent.

    Wonky targeting on Inferno, unless you previously had a direct line of sight to enemies, it won't affect them if they are behind a wall/door. The correct behavior when hosting is that it targets all enemies in range and in the direction of the camera (although even here Inferno will not target enemies through doors).

    Inferno's rings have inconsistent spreading. This could be because of the unlisted spread chance that is mentioned but from what I've seen they do not spread if you are a client, it may need some more testing.

     

    General bugs (i.e. for both Clients and Hosts):

    Immolation doesn't raise the damage of Inferno's meteors, at least based on what the wiki says. It might be wrong info on the wiki's part, so I'm not sure.

    Inferno's rings have no proc chance. I admit Inferno's ability description is a bit ambiguous saying that it has a chance to spread and proc heat (only for those it spreads to or for both?) but from what I've seen the rings never proc heat and it's not because the proc chance is low, I've been playing Ember since her rework and I've never seen the rings proc heat.

    Fireball doesn't leave a napalm effect. I'm going off based on the ability card gif where it shows that Fireball leaves a napalm effect when charged (?), this however is not mentioned in the description nor does it take place in game, neither at max combo counter nor at max Immolation nor at both, so until it is clarified I'm going to assume it's a bug.

    Fire Blast does not affect enemies outside of the Rift. I randomly had a Limbo with me and tried using Fire Blast while inside the rift, it did not affect enemies outside of the rift.

     

    Minor bugs:

    Fire Blast inconsistencies:

    - If you are under a flight of stairs, the enemies above are affected. If you bullet jump and cast it somewhere above the stairs (but still within line of sight of them) it may or may not affect them.

    - Sometimes it won't affect enemies that are just now moving to cover. I've seen this quite a few times, if the enemies is somewhat moving towards cover they may not be affected by it but a dude that's already behind cover will (could just be wonky Line of Sight going on here)

  19. From what I've seen on the Wiki, and assuming this is correct info, Immolation is supposed to increase Inferno's impact damage based on its current %. This however is not the case, neither for hosts nor for clients, the damage always stays the same (this could be erroneous info on the wiki however).

    Other bugs related to host vs client is Inferno's meteor impact, from what I've seen the meteors are supposed to apply a heat proc when they impact the target, this however is not the case for clients, it seems to be highly inconsistent whether it procs or not. Inferno also has strange targeting logic when you are a client (?), it's supposed to target all enemies that are within range and in the direction of the camera, for clients, and sometimes for hosts, if enemies are above or behind a door/wall Inferno will not target them unless you had direct line of sight of them beforehand. Another bug, based on Inferno's description, is the fact that Inferno's rings do not proc heat under any circumstance, neither as a host nor as client, nor do the rings spread to unaffected enemies no matter how long they stay within the ring's aoe.

  20. Ember feedback:

    1. Fireball is still bad because of it's low range and split damage and now also has the unnecessary stagger effect which overrides the more useful heat proc stun. My suggestion would be to remove the stagger effect, make the Fireball do full impact damage in the whole AOE and increase the base range to 6m (starting range) and 8m (max Immolation) and give it a 50% heat proc chance scaling with power strength. Also, is this ability supposed to leave the napalm bomb anymore? The ability card shows that it still leaves it but it doesn't do so in game.

    2. Immolation's energy drain completely ruins any energy management when using Ember as a caster since it fills too quickly and the energy drain prevents energy restores from anything other than Energy Orbs, best solution would be to make it a duration based ability with 30s base duration and remove the energy drain, this way it's not a toggle and forget ability.

    3. Fire Blast is mostly fine however the knock-back is a bad idea, better to just have it proc heat. The Line of Sight mechanic is also bad when factoring in the energy cost, better to remove the Line of Sight but reduce the base range to 16m, no need for Line of Sight, it's an armor strip after all.

    4. Inferno is fine except for the fact that the fire ring around enemies doesn't proc heat and takes too long to spread, lower duration but faster expansion/spread together with heat proc chance of 30-60% (based on Immolation and power strength) would make the ability great for a CC build or for utility in general.

  21. Changing Radial Blind into Umbra Howl (which is basically the same skill as normal blind except it also strips sentients of their resistances) was nice but he should have different 1st and 3rd ability animations as well.

    It think it would be cool if Slash Dash would turn into a pounce from 1 enemy to another while stabbing them (kind of like those WIP Movement 2.0 previews) and make Radial Javelin's animation Umbra gripping his Exalted Blade with both hands and violently plunging it into the ground and the skanas what usually poke the enemies would be exact replicas of his Exalted Blade that stab enemies from underneath.

    Basically just visual changes to better fit his background and theme a bit better since right now (at least personally) it feels disjointed to have him howl all over the place only to artfully dash from one enemy to another, it just doesn't fit.

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