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Empress of Insatiable Flames: Ember's Rework

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Posted (edited)

Details for stuff in boxes mostly. Theme is below.

Ember becoming Fire incarnate.

Rework's theme: Cleansing all it crosses in never ending flame.

Focuses: Maintaining fluid bombardment of flame, adhering to the properties of fire good and bad. Toy box kit that allows different offensive actions for the willing/creative. Most important of all, catered towards those that just wish to see things burn to ashes.


Passives: Conflagration, Cleansing Flames, Flash Fire, Pyre.

 

Conflagration:

   Ember's Flames comes in many tiers of intensity, affecting all her abilities that use fire. When enemies combust they take dmg, dot as well, all affected by Ember's Power Strength. These flames encroach onto anything that's flammable.

Combustion dmg is always 50% of the flame source's grows upon each tier, 75% at tier 2, 100% at tier 3, 150% at tier 4. Does not apply to her weapons.

All of her abilities specs scale up with her flame Tiers. Shown ability values are for Tier 4. All ability values shown are without modding.

Values she'll show in mod/ability screen will only show tier 1 flame values, ie take the values shown and divide by 4, this covers duration, dmg, range, cost unaffected. Gotta build up to those tasty stats.


Ember Tier Key: 
RT1: Requires Tier 1+ flames.
RT2: Requires Tier 2+ flames.
RT3: Requires Tier 3+ flames.
RT4: Requires Tier 4 flames.

Some parts of abilities/passives/interactions are locked behind flame tiers. Feed the fire to grow the kit.

If it has any of the RT tags in superscript and * marks it's not usable right out the box without buildup.

 

Tier 1; Red Flames:

Spoiler
  • Standard heat dot rate, affected by ability strength for dot and combustion dmg. Bare bone flames. Base dot value at 10% of heat source and scales up according to power strength. 

Tier 2; Orange/Bronzish Flames:    

Spoiler
  • Enemies suffer from heat exhaustion *slower movement/atk speeds, halves their reload speed* and dot of heat dmg increased by 50% tick speed, take 50% more fire dmg per tick. 


Tier 3; Yellow/Golden flames:  

  • Spoiler

    Cause hostile weapons to misfire 25% of the time due to weapon warping which can do quadruple the enemies dmg before hitting them with it. Deals 100% more dmg per tick than tier 1, dot speed 100% faster than tier 2. 

    • Enemies can take fall dmg now, defenses weaken by 30%, their accuracy drops by 40% courtesy of light distortion from the heat. 50% chance to spread to others that get within 5m of the afflicted. 

    Burns all projectiles fired at Ember when flames surround her, except Plasma/Light/Magnetic/Cold based Projectiles. Flames Jut around Ember when casting any ability. 

     

Tier 4; Blue/Violet Flames:

Spoiler

Enemies take 1000% of tier 2's heat dot, enemies take double dmg to heat sources. Spread chance increased to 100%, spread range remains the same, dot tick speed is set to 500% of tier 1's. Enemy defenses are melted away completely, shields are fried, robotics malfunction and organics combust within 5 seconds of exposure.

  •    Foes outside 5m will light ablaze near the afflicted based off every 5m away adding another 5 seconds to their timer. 
  • Hostile arms misfire 60% of the time due to severe weapon warping, backfire dmg doubled what it was from Tier 3 flames.
  •   Enemies afflicted by these flames can be broken apart with Impact, Blast dmg types losing further mobility and offense after burning for 1 second.
  • Those lit by these flames run 200% faster but lose 40% firing accuracy and 40% dmg output. 

 

Ember loses her shields, gains movement speed and a range bonus of 50%. Flames surround more of Ember when casting abilities.

  • Can burn away debuffs she's afflicted with while on fire except those caused by heat. 
  •    Flames that surround Ember burn all incoming Projectiles to nothingness. 

 

 

  • Flame Tiers only reset if Ember is downed/killed; doesn't have Ashen Tears cast on herself and 200 Ashes to consume for self rez without using a hard revive.
  • Her flame procs will overwrite existing heat procs from weapons. Ember procs can stack however.

 

Cleansing Flames: 

Spoiler

 

  •    Ember's abilities light her ablaze for tier 1 heat dmg. Reduction in received heat dmg by 50%. 
  • Potency for all fire attacks is doubled while Ember is on fire *RT3*
  •   Status procs on Ember vanish within 1 seconds except Heat. *RT2* 
  • Cold procs temporarily drop her flames to a lower tier for 3 seconds before bouncing back *Tier 4 flames exempt*. 
  •    Heat dot duration tripled but dot tick rate cut to 1/3. Recovers 10 energy a second while on fire. 

 

 

Flashfire: 

  • Spoiler

     

    • Sliding boosts charge cast speed on ground by 100%, in the air by 50% for 10 seconds. 
    • RT3 for evolved movement. Sliding shoots Ember forward via jets of flame, sliding distance is tripled when like this. Bullet jump and basic jumping are affected like this but provide no Stuns/Blind. Cast speed/Charge casting speed doubled, stacks with buff from Enkindle. 
    • Flame sliding can stun/blind enemies or knock them down if directly in the way.
    •    Getting knocked down/hard falls leave napalm patches where she fell that linger for 60 seconds growing in size and Intensity as it burns what's near it. Base range of 1m swells to 10m. Affected by Flame Tiers.
    •   Knock down recovery speed is halved, but Ember slides in opposite direction of what knocked her down.

     

 

Pyre; Enemies slain by Embers flames spawn Remains to further fuel the fire:

Spoiler

Each kill by heat dmg spawns 10 Remains, visibly fusing onto Ember as she collects them. Remains can be burned further to make Ashes. Burns away the fused matter dependent on how much is burned for Ashes.

  •   Energy recovery affected by Ashes on Ember improving energy gained by 50% when at 200+ Ashes. 
  • Gains regen of 10 hp per second, requiring tier 2+ flames to be active. Consumes remains at 2 per second, needs remains to be active.
  •    Remains are picked up just like normal items/mods before fusing to Embers skin.
  • IF Ember ever runs out of Remains she'll burnout becoming triply weak to Blast, Cold and Impact dmg types. This gets negated upon reaching Tier 2 flames again. Burning out will drop her flame tier by 1. Only applicable after having Remains count past 100 and losing them.

 

You will see Charge casting alot here. Charge casting in this build helps to diversify from limited ability slots but most importantly make the abilities vary more. 

 

 

1. Charred Accelerant: Directional based casting for different effects, Charge cast to take it even further; Fireball/Tumbling Inferno/Fireblast

  • All can be cast in the air, charge casting midair can't be done though.

   Fireball;

Spoiler

Shoot a fireball where the reticle points, projectile flight speed tripled, splash range upon impact quintupled. Detonation spawns smaller fireballs that flutter outward snagging onto all surfaces heavily burning everything it touches. 10k dmg on impact, 5k explosion dmg. Splash dmg does 50% of explosion value. 

*RT2* If cast skyward summons the fire ball shooting it upward as it rains numerous smaller fire balls below, wicking all moisture in the air away allowing all heat dmg to do 50% more dmg. Each small fireball deals 10% of Fireball's dmg. 

 

Tumbling Inferno;

Spoiler

 

  • Aim at a floor/ceiling/walls at a 45-75 degree angle to cast. Crack a whip of flames at the reticle birthing moving 10-20m walls of ceaseless flame. Enemies hit by this get pushed knocked back or down, dealing 50% of Fireball's total dmg per wall, residual heat waves deal 10% of Fireball's dmg. Has infinite punch through on enemies. 

  •  The walls will continue moving forward even after casting. Rippling flames linger till they collide with another wall/barricade. Can cast again in a different direction to make it change course. Tumbling Inferno can move Fireblasts about. Casting Tumbling Inferno midair makes the wall act like a Tsunami as it falls forward. 
  •    Base wall count; 3 capping at 10 based on power strength.

 

 


   Fireblast

Spoiler

Aim straight down to turn this into a wave of fire around Ember. The wave acts just like Current day FIre Blast but continues to ripple from the center outward, heating up the floor and airspace below/above it. 

*RT2* Doing a melee slam or hurling Fireball from above into Fireblast will make it explode outward coating everything in flames, napalm, thermic slag. 

  • Knockdown dmg value 50% of Fireball's, waves deal 25% of Fireball's dmg. Ability Efficiency affects how fast it ripples outwards and frequency. Power strength affects how many waves come out per pulse. 4-16 waves per pulse. 1 pulse every 10 seconds. Pulses and waves will continue past the ring of fire for up to 10m radial.

 

Normal cast: 25 energy for Fireball, 100 energy for Rippling Inferno, 50 energy for Fireblast. Fireball lasts 30 seconds fixed, Fireblast lasts 60 seconds fixed.


Charge cast to quadcast the ability at 200% more energy.*RT3* Charge cast Fireball/Fireblast duration increased by 100%. DMG percentages/values increase by 50% multiplicative. Tumbling Inferno can't be charge cast. 


   Charge Cast Fireball:

Spoiler

Fireballs size will grow by 25%, radiate pulses of heat dealing heat dot to all it touches while the roaming fireballs nest onto anything nearby, walls, floors, items and enemies/friendlies. While charging the cast, Fireballs form and rotate around Ember before all being fired rapidly where the reticle points.


   Charge Cast Fireblast

Spoiler

 

Fire at the ground to spawn a layered Fireblast that grows taller over time and crawls outward razing everything to a thermic slag. 
   Thermite patches remain after 5 seconds, erupts as a swelling pillar for 20 seconds dealing 20% of Fireball's dmg as heat dmg per second. Incoming enemy attacks burn away. Freshly made lava churned out.

  Shooting through the Waves that linger coat the ammo in heat dmg, melee weapons are coated in heat dmg too. Weapons with heat dmg get their heat dmg doubled. Can mix for secondary elements on weapon's free element or just one.

 

 

 2. Enkindle; Carbonize/Burn:

Carbonize:

Spoiler

Burn brightly turning Ember's ashen coating into a Carbonized Coating providing cushioning from most dmg *2.5% dr* at cost of losing 30% ability efficiency and hp max *requires ashes to use, every 20 consumed ashes adds 2.5% dr capping at 45% dr*. Dr is doubled when Perpetual Blaze is active. Permanent till downed/killed, regarding dr only. This part of the ability will not cast without Ashes. Costs 50 energy to carbonize ashes.

  •    Lifesteal against enemies affected by Embers flames, applies to all friendlies within range for melee weapons only. Cast speed/charge cast speed for all abilities increased by 300% *perm buff till Ember is downed/killed* for friendlies just 50% cast speed buff for 20 seconds fixed. Aura range starts at 20m and caps at 50m.

When Ashes are carbonized; heat will emit from Ember staggering those nearby, touching her as the Carbonized Coating cools inflicts tiered heat procs.

  • 5 second fixed cool down before the coating provides the dr rating.

 

Burn:

Spoiler

Use the Remains of Embers Victims to intensify her flames. Creates Ashes and bumps her flames up to the next tier.

  • 600 remains to reach tier 2, 1500 remains to reach tier 3, 3000 remains to reach tier 4. Costs 100 energy to charge cast. Must cast to get to the next Tier. 
  • 2 remains = 1 ash. Cannot skip tiers, the amount of Remains is removed from Remains stores.

 

 

  3. Ashen Tears: Takes two of Embers Revives and consumes it.

  • Spoiler

    Upon getting downed ability strength, armor, movement speed/recovery animations, hp max go up by 200%. Adds Embers Regen as well, only kicks in if on fire though.

    • Can also forgo using for herself and use it on active allies. Buffs last for 60 seconds fixed if used on allies and only at 50% potency, only casts onto one ally per revive consumed. Lasts for 180 seconds fixed when used on Ember. Buffs are only applied after getting downed. Only ability strength buff vanishes via timer, rest remain till downed again. 
    •   Buff potency is affected by flame tier. 
    • Regen at half potency if this is cast below Tier 2 flames.

     

    When it kicks in: the surrounding floor/walls spawn lava spewing cones in all directions till the affected is on their feet for 3 seconds. Covering the affected up to a 10m radius. Cones deal 500% of Fireball's dmg per second. Potency doubles if used on Ember.

    •    If Ember is downed/killed while this is active on her, her Carbonized Coating is hyper heated while getting back up. Upon standing the Coating fractures heavily and explodes in all directions. Permanently shattering defenses, causing heavy slash procs and tiered flame proc based off before getting downed/killed. Shrapnel deals percentage value of the targets health equal to the dr.

     

    Regen from this stacks with Ember's innate Regen when used on herself.

    • This ability not affected by Ability Stats. Costs no Energy as it eats a revive from the Ember's Revive pool.
    • If casting on an ally and it misses, it will instead cast on herself.
    • Can only cast this once per target. Does not stack.
    • Regen can be bolstered further while Perpetual Blaze is active. 

     

   

4. Perpetual Blaze; *RT2* to cast: Ember Immolates herself upping her health regen and speed by 50%.

  • Spoiler

       These flames burn all incoming projectiles aimed at Ember. The following proceeds shortly after: Fireball is quad cast spawning limitless fire pellets, flaming missiles form from the pellets circulating around Ember. The projectiles assist in all of Embers attacks.

    All below her feet melt making lava as she moves. While Ember is running/sprinting pillars of flame encircle her rapidly. Unless specified the attacks do 150% of Fireball's dmg. 

    •    Embers running and movement speed is doubled while active.
    • Smaller fireball production rate is affected by Casting Speed. 

     

     

Exclusive actions while Perpetual Blaze is active:

  • Spoiler

    Casting Fireball while this is active; fire all the Fireballs in reserve at the same target the cast Fireball hits. *RT3*

    • Fireball normal cast onto lava/hot floors erupts into a Geyser of fire. Said Geyser rains Napalm from above. *RT3*
    •    Casting Fireball upward burns a circle around Ember as all flaming Projectiles rain downward in it. *RT3*

    Casting Fireblast while this is active; erects a tunnel of flame over Ember. Lingers for 60 seconds. Deals dot to those standing in it that aren't Ember. *RT3*

     

    Casting Tumbling Inferno while this is active; implants half of the current Flaming Missiles into it. Explodes upon impact and spreads flames within 5m of where it detonates instead of roaming forth like normal. Movement speed of the walls is tripled. *RT4*

     

       Flames coil around everything within 5m of Ember including her projectiles and weapons enhancing their heat dmg. *RT3* 

    • All new Napalm erupts into pillars of fire after 2 seconds for 15 seconds. *RT4* 

    With Perpetual Blaze active, wall latching drips napalm below Ember as it coats the wall. Drip down doorways for free punishment. *RT4*

The following are all tied into Perpetual Blaze, Flaming Missiles, Blazing Spearfall are manual activation through certain actions. Smoldering Lilies is a passive attack while the ability is up and uncasted.

Flaming Missiles:

Spoiler

Deal 200% fireball's dmg, destroy enemies weapons, punches through barriers and walls. On impact spawns a pillar of swirling flame, melting the floor from below radiating outward.

These home in on everything that has weapons then homes in on enemies. Deals splash dmg doing 50% of the Missiles dmg upon impact. Flaming Missiles need to be formed before being fired. Formation rate is affected by Casting speed and Charge casting speed. Can house up to 10 missiles, all in full view and compacted to smaller sizes till fired. *RT3*

   Blazing Spearfall:

Spoiler

Where the reticle is pointing burns a circle into the floor/wall/ceiling after casting Fireball sights aimed down.

  • All stored Fire Spears rain upon the encircled area of 20m, combusting the very air nearby as spears bombard everything within. Heat waves radiate outward the entire time from the affected zone. Each spear deals 30% of Fireball's dmg.

Spears form from excess Flaming Missiles. Conversion rate is affected by Casting/Charge Casting speeds. Can house up to 100 Spears in reserve, hidden from view through the heat distorting the light around it. *RT4*


   Smoldering Lilies:

Spoiler

Roots of flame and ash slither around everything within 10m of Ember. Those touched lose health quickly, succumbing to their burns. Victims that fall are immolated taking the shape of Lilies while roots that killed them sprout, seeking more victims to devour.

  • Enemies killed this way drop Remains at half the normal rate.

Upon uncasting/running out of energy; all roots fling up towards their respective Lilies, slicing through anything in reach dealing flat dmg based off how long it's been active and how much dmg it dealt overall. *RT4* 

   

Costs 300 energy to cast, eps rate is set at 10 energy. Consumes 5 remains per second while attacking with flames. Upon the ability being uncast Ember's flame tier goes down by 1. 

Charge Cast to exhaust more energy and remains for range boost, sped up projectile making. The projectiles will auto form but require Remains to make them. Production ceases when remains fall below 100. Ability un-casts below 50 remains. 

 

 

Ability Interactions ie Ability Combo attacks; Outcomes affected by abilities going in combine at 25% reduction unless specified: 

  1. Spoiler
    • Fireball can be cast on Tumbling Inferno spawning balls of napalm tumbling from it. Cast into Fireblast to double it as a death trap burning all those heavily within it, makes the Fireblast detonate if mixed like this.

     

    Cast Charge cast Fireball into Charge Cast Fireblast to make a Searing Cyclone. Range of both abilities added together as it whips up sucking everything nearby into it. Enemies killed in this drop double Remains. *RT3*

    • *RT4* Cast Tumbling Inferno on a Searing Cyclone to create a Firestorm.
    • Gains mobility, aimlessly roams as it inhales the witless into it's flaming maw, bombards them from afar with Fireballs that stick and detonate.
    • Melts everything it crosses leaving deformities behind. Fusing hostiles to whatever is near them. 

     

    Casting Fireball skywards inside Charge cast Fireblast expands the reach of said Fireball minis along with their size growing by 50%. These Fireballs will detonate spawning more instances of fire rain up to thrice per ball.

    • Can also be done inside a Searing Cyclone or Firestorm for similar effects, though the balls will detonate upon impact with the floor. Those hit by these take 100% more heat dmg, combustion timer is reduced to 1 second destroying hostile guns. These do not heal allies.

     

    •  Casting Fireblast then Charge Casting Fireball with reticle aimed at the Fireblast; sucks everything within range +5m outside it, inward as pillars of liquid fire erupt heavily burning everything touched. Combustion delay on enemies hit by this of 10 seconds.

     

    •    Casting Fireblast over a spot Ember was knocked down/hard falled onto makes it continuously churn out mini Tumbling Infernos.

     

    • Casting Fireblast over hot floors/lava while Perpetual Blaze is active causes massive fireballs to erupt upward and fall. Each explosion deals 10% of Fireball's dmg.

     

     

Ability Combo Attack exclusives:

  1.    Searing Cyclone: Range, dmg and duration of both attacks combine to form this without penalty. Those within the cyclone suffer from the heat procs at double the rate. Those nearby are fused to the floor as their health is wicked away. Upon the cyclone waning; will rain down healing Embers. The Embers Incinerate enemies below 20% hp and heal 50 health on allies per explosion upon contact. Kills from this drop double the Remains.
  2.    Firestorm: Same traits as Searing Cyclone but 3 instead of one. Stats from Tumbling Inferno are added in. Spews up explosive fireballs as it roams which detonate after sitting in the air for 5 seconds, gains mobility and roams the map. Develops a vacuum pulling all enemies and items within 10m nearby into it. Items pulled in are unharmed. Incineration threshold set to less than 40% hp, healing potency increased by 50%. 

Action Abilities:

  •   Can fling Fireball normal via melee charge attacks. 
  • Can use Tumbling Inferno via melee slam. 
  •    Can use Fireblast via a melee slide attack. 
  • Fire attacks used this way don't get benefits outside having access to Embers Tiered flames, meaning Combo attacks are out. Potency for fire attacks used this way is halved but energy cost for them is also halved. *RT3*

Notes Regarding Ember: 

 

Spoiler
  • Casting speed isn't affected by mods.
  • All of Embers abilities that do dmg will break all destroyable items. 
  • Her abilities will not obstruct player projectiles.
  • Dying after using all your revives via Ashen Tears will kill you for the mission's duration. 
  • Ashen Tears will not work if you do not have any revives to expend.

Ability Changes:

  •    Fireball and Fireblast mixed into one ability slot.
  • World on Fire removed, traits spread out into Fireball/Tumbling Inferno/Fireblast.
  •    Accelerant removed but traits linger in new passives.

 

Can cast abilities while sliding or moving without momentum loss.

  •    Hard falls and melee slams loose a small explosion of 5m around Ember.
  • The casting of her abilities immediately alerts enemies within 100m radial.
  • Lifesteal from Enkindle heals 20% of a Warframes max hp. 
  • Many attacks will use Ember's Fireball for dmg values, they will use all the dmg values, impact/explosion/splash values. 

Efficiency, Ability Strength all affect Embers Abilities, Range and Duration does not.

 

Areas affected by Ember's abilities turn into Obsidian after cooling down. While cooling down the affected areas glow brightly then dim as time passes.

  •    The lava made from Ember's abilities is a result of making metals, rocks, ores liquefy from the intense heat, not cause of volcanic intervention.
  • Obsidian left behind can be blown apart to stun stagger enemies. Impact/Blast dmg types needed for this. They don't do much dmg however. 

 

All of her Abilities unless specified deal dmg through lighting the enemies on fire.

  •    Heat procs are guaranteed off Embers abilities.
  •    Any Napalm that catches enemies on fire will speed up proc rates of all status.

 

 Embers self buffs can't be nullified. However her attacks can be, until tier 4 flames are reached which becomes so hot it's impossible to nullify on account of frying all nearby electronics/robotics.

  •    Weapons with robotic components, sentinels and pets get weaker as Embers flames get stronger. -20% debuff to affected equipment per tier past 2.

 

Notes Regarding Conflagration:

  • TIer 2+ flames fry cameras, small animals and anything else that can die in one hit just by being near the flame sources.
  • *RT4* Ember's footprints burn into everything she steps on. 
  • Embers flame tiers can have their colors changed under appearance.
  •    Tier 4 flames degrade Embers health at a rate of 2 per second when abilities are active. More abilities means more drain, capping at 10 health per second. Only active if Ember has under 100 Remains.
  •    Ember loses her shields completely for the mission when reaching tier 4 flames even if she dies and hard revives.
  • Tier 4 flames fry consoles, terminals, loot lockers. Be wary of these when fighting. This includes objects the player needs to defend. Ember players will have decisions to make.


Like with all my reworks, augments are disregarded. New ones would need to be made for change in functionality/utility at best, the abilities plenty potent as is.

If you've made it to the bottom and have any questions be sure to ping me. Suggestions are welcome just make sure it's not already on this sea of text first. Thanks for reading.

Edited by (PS4)chibitonka
sizzle sizzle sizzle
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You went above and beyond lol. You could make about 4 reworks for Ember with all this stuff 😂. I think you made it too complex to read for certain people who don’t quite understand Ember and how you envision her. I’m not sure if DE could read all of this and still understand the complexity of it all. Could you try and simplify some of it? 

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Posted (edited)
17 hours ago, (PS4)MyUnhealthyHobby said:

You went above and beyond lol. You could make about 4 reworks for Ember with all this stuff 😂. I think you made it too complex to read for certain people who don’t quite understand Ember and how you envision her. I’m not sure if DE could read all of this and still understand the complexity of it all. Could you try and simplify some of it? 

I did. That's the short and simple version x:

Shorten it anymore I'd have to cut stuff out lmao

That's complex? O.O Oh well. guess ppl will have to reread it a few times so they don't miss anything.

Edited by (PS4)chibitonka

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19 hours ago, (PS4)chibitonka said:

I did. That's the short and simple version x:

Shorten it anymore I'd have to cut stuff out lmao

That's complex? O.O Oh well. guess ppl will have to reread it a few times so they don't miss anything.

People are afraid to read it because it’s very long. If you find a way to combine some of the abilities so it can shrink a bit, you are probably guaranteed comments. Trust me, you just need to bring it down just a bit. 👍

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4 minutes ago, (PS4)MyUnhealthyHobby said:

People are afraid to read it because it’s very long. If you find a way to combine some of the abilities so it can shrink a bit, you are probably guaranteed comments. Trust me, you just need to bring it down just a bit. 👍

the bulk of the rework text regards her passive traits including her exclusive heat dmg interactions, ability combination attacks/ability interactions.

Her 1 has 3 ability outcomes, 1 which has 2 outcomes Based off direction Ember casts it. Charge casting locked to Fireball/Fireblast.

Perpetual Blaze has 1 passive attacking skill while active, the other two being after this is done x is fired/initiated.

Really can't compress it down more if i wanted to without forgoing bits that would make it work properly. 

Like her new 2 and 3 can't just be mashed together. The 2 already has charge casting too and directional based casting wouldn't sit well on a buffing/self improvement ability. Her 3 wouldn't be able to mesh with it either on account of the same reasons plus the cost to activate it. *consumes a revive instead of energy*

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6 hours ago, (PS4)MyUnhealthyHobby said:

People are afraid to read it because it’s very long. If you find a way to combine some of the abilities so it can shrink a bit, you are probably guaranteed comments. Trust me, you just need to bring it down just a bit. 👍

I ended up adding more details lmfao... xD

and the important detail of ability dmg, base dmg percentages for heat tier 1 otherwise rest got nothing to scale off xD

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Posted (edited)

Next time, avoid the colored paragraphs. Keep the colors to the powers / tiers titles only, it really is hard on the eyes.

As for the rework itself, it seems like you took a lot of time thinking this out. While you preserve the essence of Ember as a fire frame, there are many problems and questions that arise. To start, this is an overly complex and convoluted system, with way too many unecessary interactions, that would be a nightmare to code. I can only imagine the pain for who would be coding all this and all the possible unforseen bugs that could arise. Every spell seems like it is possibly 3 spells or more with an incredible amount of interactions with each other. As powerful as your rework makes Ember, all the hoops and loops one needs to jump to get there seems like playing her would turn good ol workhorse Ember into a tedious chore.

What about starting out on a mission, would you start out by already taking triple Blast, Cold and Impact damage? Thats a bit insane.
Flame tiers reduce enemy accuracy too much. Even with health regen, Tier 4 would remove your shields completely... for the rest of the mission! That is a bit ludicrous. Also Tier 4 damaging friendly objectives? Hell no. You just created the best trolling frame in the game, and you know people will abuse it 24/7.

While I think that you really had the best intentions when writing all this, you really need to think about how it will interact with the rest of the game world, the rest of the frames, and more importantly, the rest of the Players and what they would be doing with this.

The biggest obstacle above all is the incredible complexity of interactions that would make this a coding nightmare. Your have some good ideas, but they seem to be flying around somewhere near Pluto and they need to come back to Earth a bit. Simplify interactions, set some more realistic goals, and abolish any possibility of friendly fire, then this might seem like something more realistic.
 

Edited by JujuHex
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On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

Tier 4 flames fry consoles, terminals, loot lockers. Be wary of these when fighting. This includes objects the player needs to defend.

Oh hell no, this is absolutely the worst idea here.

But yeah, I can see you put a lot of work into this, but it's really a coding nightmare of interactions and so many unnecessary complex mehcanics to balance around and have so many bugs that could arise and break the whole thing.

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Posted (edited)

Give her the old Flame Cloak back.  Rework fire damage to not be a complete joke.  And ffs give her a decent passive.  I don't even like Ember, but this has gone on for long enough DE.

Edited by (XB1)Thy Divinity

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Just now, (XB1)Thy Divinity said:

Give her the old Flame Cloak back.  Rework fire damage to mot be s complete joke.  And ffs give her a decent passive.  I don't even like Ember, but this has gone on for long enough DE.

I mean, she does have a decent passive, she just can't take advantage of it without a gimped weapon.

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Posted (edited)
18 hours ago, JujuHex said:

Next time, avoid the colored paragraphs. Keep the colors to the powers / tiers titles only, it really is hard on the eyes.

As for the rework itself, it seems like you took a lot of time thinking this out. While you preserve the essence of Ember as a fire frame, there are many problems and questions that arise. To start, this is an overly complex and convoluted system, with way too many unecessary interactions, that would be a nightmare to code. I can only imagine the pain for who would be coding all this and all the possible unforseen bugs that could arise. Every spell seems like it is possibly 3 spells or more with an incredible amount of interactions with each other. As powerful as your rework makes Ember, all the hoops and loops one needs to jump to get there seems like playing her would turn good ol workhorse Ember into a tedious chore.

What about starting out on a mission, would you start out by already taking triple Blast, Cold and Impact damage? Thats a bit insane.
Flame tiers reduce enemy accuracy too much. Even with health regen, Tier 4 would remove your shields completely... for the rest of the mission! That is a bit ludicrous. Also Tier 4 damaging friendly objectives? Hell no. You just created the best trolling frame in the game, and you know people will abuse it 24/7.

While I think that you really had the best intentions when writing all this, you really need to think about how it will interact with the rest of the game world, the rest of the frames, and more importantly, the rest of the Players and what they would be doing with this.

The biggest obstacle above all is the incredible complexity of interactions that would make this a coding nightmare. Your have some good ideas, but they seem to be flying around somewhere near Pluto and they need to come back to Earth a bit. Simplify interactions, set some more realistic goals, and abolish any possibility of friendly fire, then this might seem like something more realistic.
 

Ah it was that jarring? Sorry lol didn't know how to use the spoiler box things till today xD Hopefully it's alot easier to read now.

Thankfully no risk of friendly fire outside of tier 4 flames. Even then would only hurt mission objectives.

  • For all the dmg and fire she'd be throwing out it needs to have risks. A frame that's going hard dps with options, do i go tier 4 and risk failing the mission objective or do i stay tier 3 and keep things safe.

As for that, no you'd only get that debuff if you run through your remains. *set remain dropping threshold below 100*

 

Ember being a workhorse how though? Her entire kit makes it so she's cranking out remains and the like. Quite literally just set enemies on fire and burn up the remains for the next tier.

Players get rewarded with an Evolving and Interactive kit as they play her during the mission. It's not entirely without reward afterall. 

  • Ember's entire goal is to set the world on fire, how she does that is mostly up to the player. 
  • Did bump up the Remains needed to get the tiers up though. Should prevent trolling in run of the mill play, especially if the person playing Ember is inept.
  • You did bring up a good point with that hence why the Remains counts went up. While I did intend for her to burn everything she sees, that didn't mean so she can grief players too. Good catch.

 

Accuracy debuff been dropped from 75% to 45%. Didn't think it was that large tbh but a lil more danger for a shieldless ember is good.

 

Her regen stacking with regen from Ashen Tears isn't enough with the armor boost and dr she gets from Enkindle?

Edited by (PS4)chibitonka

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9 hours ago, Atsia said:

Oh hell no, this is absolutely the worst idea here.

But yeah, I can see you put a lot of work into this, but it's really a coding nightmare of interactions and so many unnecessary complex mehcanics to balance around and have so many bugs that could arise and break the whole thing.

I mean flames that aren't doing dmg to allies is already kinda a stretch D:

Gotta have some risk there so  she doesn't just camp charge casting fireblast around objectives with maximum output. 

That's complex mechanics? I tried keeping it simple x:

Burn enemies to death < collect remains *similar to how atlas gathers rubble* < burn remains to get stronger flames and ashes. Rinse and repeat till at tier 4. Rest is just deviations. 

Like her 4 can be used at tier 2 flames but it's lackluster for the energy cost to just cast it, then there's the abilities being locked behind the tiers to encourage getting the remains to begin with otherwise the frame stays handicapped. Idk if that's even a issue to code or not tbh but one would think it's not. 

Could be why we don't see frames with growing abilities altogether tho. Outside of making the tiers require more killing with embers abilities to get access to and upping the drain for her 4, making the energy costs vicious, implementing risks to the team, not really sure how much more balance could be added on that. 

Heck the whole tier system itself serves a role of balance as well when accounting the fact you don't get remains without using embers abilities for the killing blow. One could just spin to win all they want and unless they used her abilities for those kills she remains locked down so to speak.

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Posted (edited)

Yea id read this if I knew you had a popular reputation and if this could keep my attention with constant impressive ideas... 

And then you ask me to "read it over again". I would suggest choosing your number 1 favorite ideas from this and simply posting 1 idea for each of her abilities just to help readers with being able to read and remember all of what you said. 

I only ask this because i think it would give your ideas more of the attention you desire. There's only so much time people are willing to risk wasting on someone they know little of know? 

Helps you reach a wider audience the shorter it is, and if your ideas are good, you'll make them want to come back for more when you post more ideas.

Won't be excluding anyone who wants to know all or just a little bit of your ideas.

Edited by (PS4)Ghost--00--

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2 hours ago, (PS4)Ghost--00-- said:

Yea id read this if I knew you had a popular reputation and if this could keep my attention with constant impressive ideas... 

And then you ask me to "read it over again". I would suggest choosing your number 1 favorite ideas from this and simply posting 1 idea for each of her abilities just to help readers with being able to read and remember all of what you said. 

I only ask this because i think it would give your ideas more of the attention you desire. There's only so much time people are willing to risk wasting on someone they know little of know? 

Helps you reach a wider audience the shorter it is, and if your ideas are good, you'll make them want to come back for more when you post more ideas.

Won't be excluding anyone who wants to know all or just a little bit of your ideas.

like i told untouchable can't cut anything since doing so would break the kit. 

Instead it's all been put in collapsible boxes that readers can click if curious. Should keep many from feeling intimidated by the sea of text. 

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Yeah, way too much going on here in my view. Pick one passive. Pick one thing for each of her abilities, rather than making each ability behave like its own entire Warframe ability kit. And "consuming revives" isn't something I agree with, leave that alone.

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On 2019-06-15 at 6:46 PM, (PS4)MyUnhealthyHobby said:

People are afraid to read it because it’s very long. If you find a way to combine some of the abilities so it can shrink a bit, you are probably guaranteed comments. Trust me, you just need to bring it down just a bit. 👍

Hopefully this looks alot easier to read now 😄

Thoughts?

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The one thing I try to do when making a rework thread is always look at both the positives of the current state of the Warframes and then point out the negatives. With those made, it can be made clear to whoever reads my reworks understands and most likely perceives what I convey in my threads. It also helps when doing these positive/negative points about the current Warframe that I also can understand the reason [DE] designed that Warframe and how with some minimal changes how to improve on their existing design.

You have a great variation of ideas which I find admirable, but I feel with how this is presented it can be seen by others like this thread belongs to something like the Fan Concepts or could be some other Warframe altogether.

Perhaps open with a positive/negative section about Ember and point out what your suggesting and focus on a specific playstyle. Less can not only be more, but also extremely clear.

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This sounds AESTHETICALLY PLEASING as f***. (or like it would blind me)

I want to see this just for the aesthetic visuals alone.

It seems really dynamic though. It's an interesting approach you took for sure, and it's definitely very unique in some ways. 

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2 hours ago, Maka.Bones said:

This sounds AESTHETICALLY PLEASING as f***. (or like it would blind me)

I want to see this just for the aesthetic visuals alone.

It seems really dynamic though. It's an interesting approach you took for sure, and it's definitely very unique in some ways. 

lmao. if it stuck. 

Ember mains: hey guys watch this. *flame slides into a group of enemies*

Nearby players: I can't see sh1t captain! xD

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10 hours ago, FoxFX said:

The one thing I try to do when making a rework thread is always look at both the positives of the current state of the Warframes and then point out the negatives. With those made, it can be made clear to whoever reads my reworks understands and most likely perceives what I convey in my threads. It also helps when doing these positive/negative points about the current Warframe that I also can understand the reason [DE] designed that Warframe and how with some minimal changes how to improve on their existing design.

You have a great variation of ideas which I find admirable, but I feel with how this is presented it can be seen by others like this thread belongs to something like the Fan Concepts or could be some other Warframe altogether.

Perhaps open with a positive/negative section about Ember and point out what your suggesting and focus on a specific playstyle. Less can not only be more, but also extremely clear.

hm. That doesn't sound like a bad idea. I'll see about putting one together. 

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Posted (edited)

There is a lot here, and it's sadly formatted in a way that makes it a lot of work for a reader.

For example, in the first passive you're referring to tiers and such that you haven't established to the reader. You've heard it many times throughout feedback, but I will specify if a reader has a hard time trying to follow your thoughts it's not up to them to put more effort to understand. The reader is not at fault for being unable to follow or unwilling to continue through complexity; It's up to you, as a writer, to provide your readers with a trail to follow. NOTE: complexity doesn't matter if it's digestible.

Also note: READERS ARE LAZY; it's a fact that you should accommodate more than revolt against; trust me.

That being said, every ability is bloated down to the theme which seems to be "Fire" in an overly literal sense; ironically the post itself is a wildfire when you would like to hone the focus of your post and come off more as a blow torch.

On 2019-06-15 at 2:06 AM, (PS4)MyUnhealthyHobby said:

You could make about 4 reworks for Ember with all this stuff

This statement reigns true, but what should be true is a complete and synergistic kit. Less in this case, would be substantial. 

 

  • Understand the medium you're designing in, refer to other abilities and stay within the confines of the game space more than reality. YES, in real life very hot fire can burn metal and does not bias if friend or foe; however, this mechanic doesn't translate well to the game space of Warframe.
  • Take a look at snow globe, it freezes enemies not allies.
  • Nova affects matter without obliterating every pixel on the map, literally.




Passives: They're all interesting, she just really, really, really doesn't need them all, plus there's a mix of information hat co-interacts between them, but they should read as a complete passive regardless of any interaction.

Spoiler


Conflagration:

  • Growing flames, yes.
  • Forced color, not gonna fly (Fashion frame is very important :D)
     
On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

Tier 1; Red Flames:

  •   Hide contents
    • Standard heat dot rate, affected by ability strength for dot and combustion dmg. Bare bone flames. Base dot value at 10% of heat source and scales up according to power strength. 
  • So close to a proper ability description: "Weapons deal 10% of their damage as heat damage over time; this scales with Ember's power strength and combustion tier" (If you want an actual formula then by all means)
     
On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

quadruple the enemies dmg

  • ."Reflection damage" is almost always notably 1 in the long run keep that in mind.

 

On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

Enemies take 1000% of tier 2's heat dot, enemies take double dmg to heat sources. Spread chance increased to 100%, spread range remains the same, dot tick speed is set to 500% of tier 1's.

  • Many instances of "The numbers, what do they mean" the more information in your post the better. The default Ignite (heat damage status effect) DOT is 7 ticks over 6 seconds; Ticks/time is better than saying 500% of X. READERS ARE LAZY.

 

1. Charred Accelerant

Spoiler
On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

projectile flight speed tripled, splash range upon impact quintupled

  • You mean to say projectile flight speed is tripled compared to the base ability; To the reader it just seems like an odd statement considering you're making a rework and nothing can really be assumed. Impact range of 25m >>>> "impact range quintupled from base ability"
     
  • There are a lot of issues with this casting of ability, it'd be hard for a player to differentiate casting in some instances, hence why we currently have Tap vs Hold and even that has issues.


 

On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

Charge Cast Fireball:

  Hide contents

Fireballs size will grow by 25%, radiate pulses of heat dealing heat dot to all it touches while the roaming fireballs nest onto anything nearby, walls, floors, items and enemies/friendlies. While charging the cast, Fireballs form and rotate around Ember before all being fired rapidly where the reticle points.

  • Charge effects should be nested in the ability itself
  • Fireball that does impact damage is very strange o.O (You almost certainly meant ON IMPACT, but this should illuminate what people are saying by issues with flow and structure)

 

2. Enkindle; Carbonize/Burn:

 

Spoiler
  • Is the Enkindle ability missing? I'm not sure why there are three names here.


 

On 2019-06-14 at 10:53 PM, (PS4)chibitonka said:

Carbonize:

  Hide contents

Burn brightly turning Ember's ashen coating into a Carbonized Coating providing cushioning from most dmg *2.5% dr* at cost of losing 30% ability efficiency and hp max *requires ashes to use, every 20 consumed ashes adds 2.5% dr capping at 45% dr*. Dr is doubled when Perpetual Blaze is active. Permanent till downed/killed, regarding dr only. This part of the ability will not cast without Ashes. Costs 50 energy to carbonize ashes.

  •    Lifesteal against enemies affected by Embers flames, applies to all friendlies within range for melee weapons only. Cast speed/charge cast speed for all abilities increased by 300% *perm buff till Ember is downed/killed* for friendlies just 50% cast speed buff for 20 seconds fixed. Aura range starts at 20m and caps at 50m.

When Ashes are carbonized; heat will emit from Ember staggering those nearby, touching her as the Carbonized Coating cools inflicts tiered heat procs.

  • 5 second fixed cool down before the coating provides the dr rating.

 

Burn:

  Hide contents

Use the Remains of Embers Victims to intensify her flames. Creates Ashes and bumps her flames up to the next tier.

  • 600 remains to reach tier 2, 1500 remains to reach tier 3, 3000 remains to reach tier 4. Costs 100 energy to charge cast. Must cast to get to the next Tier. 
  • 2 remains = 1 ash. Cannot skip tiers, the amount of Remains is removed from Remains stores.
  • Bad design overall, It's a bit clunky to use Burn in order to feed her passive; just let the kills fuel her passive because that's all it is without all the looping and abstraction.
  • It's hard to tell where the flavor text is beginning and ending during some of this
  • Is DR worth loss of EFF and HP.....?
  • You say there's a charge cast, but not what charge casting does
  • 300% cast speed is overkill

 

3. Ashen Tears:

Spoiler
  • An ability that can't be cast unless downed? No. thank. you. Something like this is best left to passives. Not saying to tack it on as a passive, but that's the category it belongs in.
  • An ability that relies on using revives (6 MAX), once per target, that only lasts a minute that can accidentally be used on allies. Again: No thank you.


4. Perpetual Blaze:

Spoiler

It's very bloated and I've run out of steam.

 

Edited by Synpai
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Posted (edited)
7 hours ago, Synpai said:

There is a lot here, and it's sadly formatted in a way that makes it a lot of work for a reader.

For example, in the first passive you're referring to tiers and such that you haven't established to the reader. You've heard it many times throughout feedback, but I will specify if a reader has a hard time trying to follow your thoughts it's not up to them to put more effort to understand. The reader is not at fault for being unable to follow or unwilling to continue through complexity; It's up to you, as a writer, to provide your readers with a trail to follow. NOTE: complexity doesn't matter if it's digestible.

Also note: READERS ARE LAZY; it's a fact that you should accommodate more than revolt against; trust me.

That being said, every ability is bloated down to the theme which seems to be "Fire" in an overly literal sense; ironically the post itself is a wildfire when you would like to hone the focus of your post and come off more as a blow torch.

This statement reigns true, but what should be true is a complete and synergistic kit. Less in this case, would be substantial. 

 

  • Understand the medium you're designing in, refer to other abilities and stay within the confines of the game space more than reality. YES, in real life very hot fire can burn metal and does not bias if friend or foe; however, this mechanic doesn't translate well to the game space of Warframe.
  • Take a look at snow globe, it freezes enemies not allies.
  • Nova affects matter without obliterating every pixel on the map, literally.




Passives: They're all interesting, she just really, really, really doesn't need them all, plus there's a mix of information hat co-interacts between them, but they should read as a complete passive regardless of any interaction.

  Hide contents


Conflagration:

  • Growing flames, yes.
  • Forced color, not gonna fly (Fashion frame is very important :D)
     
  • So close to a proper ability description: "Weapons deal 10% of their damage as heat damage over time; this scales with Ember's power strength and combustion tier" (If you want an actual formula then by all means)
     
  • ."Reflection damage" is almost always notably 1 in the long run keep that in mind.

 

  • Many instances of "The numbers, what do they mean" the more information in your post the better. The default Ignite (heat damage status effect) DOT is 7 ticks over 6 seconds; Ticks/time is better than saying 500% of X. READERS ARE LAZY.

 

1. Charred Accelerant

  Hide contents
  • You mean to say projectile flight speed is tripled compared to the base ability; To the reader it just seems like an odd statement considering you're making a rework and nothing can really be assumed. Impact range of 25m >>>> "impact range quintupled from base ability"
     
  • There are a lot of issues with this casting of ability, it'd be hard for a player to differentiate casting in some instances, hence why we currently have Tap vs Hold and even that has issues.


 

  • Charge effects should be nested in the ability itself
  • Fireball that does impact damage is very strange o.O (You almost certainly meant ON IMPACT, but this should illuminate what people are saying by issues with flow and structure)

 

2. Enkindle; Carbonize/Burn:

 

  Hide contents
  • Is the Enkindle ability missing? I'm not sure why there are three names here.


 

  • Bad design overall, It's a bit clunky to use Burn in order to feed her passive; just let the kills fuel her passive because that's all it is without all the looping and abstraction.
  • It's hard to tell where the flavor text is beginning and ending during some of this
  • Is DR worth loss of EFF and HP.....?
  • You say there's a charge cast, but not what charge casting does
  • 300% cast speed is overkill

 

3. Ashen Tears:

  Hide contents
  • An ability that can't be cast unless downed? No. thank. you. Something like this is best left to passives. Not saying to tack it on as a passive, but that's the category it belongs in.
  • An ability that relies on using revives (6 MAX), once per target, that only lasts a minute that can accidentally be used on allies. Again: No thank you.


4. Perpetual Blaze:

  Reveal hidden contents

It's very bloated and I've run out of steam.

 

1. Not really an issue till you're at Tier 3 flames but even then it's mostly just reliant on where your reticle is pointed. 6 outcomes based off reticle location. Upward for raining fireballs, angled at a surface for Tumbling Inferno, straight down for Fireblast and charged variant, everywhere else would be fireball and charged fireball. 

Ah i see your confusion. It is a mass of plasma you're shooting afterall ofc that will have impact 😄 *pun intended*

2. Enkindle is the ability name. Carbonize is tap cast. Burn is charge cast. Considering how much fire is going to be out and about, the dmg that higher flame tiers will end up doing and the side effects of them it's partially a gate. Ehp loss is part of the cost. 

3. Can't be accidentally cast if you already put the buff on yourself. Since can only put it on each target once. Cast it on an ally you're already agreeing to take a risk on that. Getting downed with this build is already the same as having your acc wiped by a hacker especially when you're at the higher Tiers of your flames. You'll do everything to make sure it doesn't happen. You are given the choice to use it on yourself for the full 180 or on an ally. The cost makes it so it can't be abused and more importantly remains something to use as a last resort. 

Passives: regardless of interaction? So best to keep all of that in one box. Otherwise idk what you meant lmao. Did slip Conflag up before everything else tho since it does have the tier keys on it. Hopefully that makes reading a bit easier for ppl. 

Funny that you mention that fire doesn't discriminate... that's part of the danger of her tier 4 flames. While it won't dmg allies it will dmg defending objectives and the like, tho i'd be lying if i said i'm not tempted to make it apply to friendlies too.

True it shouldn't take completely after real life but at the same time it's the best means of ideas for elements like this. In the game it really does play down the might of something like flame. Which tbh is a damn shame. 

Edited by (PS4)chibitonka

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I hope DE reads this, because it would be an awesome concept even if it wasn't on ember 

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5 hours ago, Maka.Bones said:

I hope DE reads this, because it would be an awesome concept even if it wasn't on ember 

i can feel my eyeballs melting out of their sockets picturing all that fire xD

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