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Ember rework suggestion


(XBOX)Crown5775
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Ember should get a rework to her passive and some buffs to her abilities

Sidenote: fire damage is not the best so i thing as an extra fire damage done by ember should be different and do damage over time which can stack so if fire is procced twice it do 20% more damage.  

Passive: Ignition

When u receive a heat proc u recover 10 energy per sec and receive 35% power strength boost for as long as it on fire

This I quite hard to get unless u go out of ur way to waste a primary or secondary slot to set urself on fire.I propose there should be a thermometer  so the more ember uses her abilities the hotter she gets at a certain level or temperature she receives the buffs ,from the current passive. So let's say a percentage is added each time an ability is used or is active. World on fire, would have a cap so u can't just have that active to receive the buffs. Each ability will give a specific amount however there be a cap on each ability as to stop the spamming of one ability to get the buff.

Fireball

Should scale with secondary mods but have a low base damage to stop it from being to strong. It should also be able to form elemental damage types that have heat as one of the components maybe this could be done by energy colour.

Or another idea when this is cast ember is surrounded by fireballs which spin in a circle around her these inflict heat damage to those close enough and also provide damage reduction the damage blocked by the fireballs are stored and when the ability is reactivated the damage stored is released in the form of a giant fireball or a small shockwave once the duration runs out

Accelerant

Some enemies can't be debuffed so it'd be nice if it was a buff to heat damage done by you. Otherwise a great ability

Fire Blast

Fire blast should move around with you because of the nature of this game you are barely stood still. Maybe u set ur self on fire and weapons this is the indicator the ability is in use. Or fireblast could be replaced with this ability

Phoenix

Ember sets her self alight granting her weapons heat damage whilst also healing herself and team. Drawback high energy cost duration based.

World on fire

The overheat mechanic is more of a hassle so rarely will players allow it to get to full before recasting because of this I think it should be rewarded by damage reduction as u overheat ember gains more damage reduction up to a maximum of 50% unmodded ,90% with some power strength , at max overheat

Or it remains the same

Please give me some feedback

Thank u for reading

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2 hours ago, (XB1)TechnicCrown349 said:

Sidenote: fire damage is not the best so i thing as an extra fire damage done by ember should be different and do damage over time which can stack so if fire is procced twice it do 20% more damage.

Fire damage can easily be reworked to work like other DoTs, there isn't much point in giving only Ember the ability to stack Heat procs.

2 hours ago, (XB1)TechnicCrown349 said:

Passive: Ignition

When u receive a heat proc u recover 10 energy per sec and receive 35% power strength boost for as long as it on fire

This I quite hard to get unless u go out of ur way to waste a primary or secondary slot to set urself on fire.I propose there should be a thermometer  so the more ember uses her abilities the hotter she gets at a certain level or temperature she receives the buffs ,from the current passive. So let's say a percentage is added each time an ability is used or is active. World on fire, would have a cap so u can't just have that active to receive the buffs. Each ability will give a specific amount however there be a cap on each ability as to stop the spamming of one ability to get the buff.

A gauge mechanic on Ember might be very possible in the future, since Gauss is coming with one, and Baruuk already has one. Personally, I wouldn't give her energy regen. I think Casting Speed and Strength would work better, and instead of getting the buffs after a certain threshold, you get them incrementally as the gauge increases (i.e. when 25% of the meter is charged, she gets 8.75% of an increase in Strength, and double that for Casting Speed; naturally, the numbers can be reworked a little). This way, there's more incentive to keep the gauge at a high value, instead of keeping it slightly above the trigger threshold. Giving a cap to how much WoF can charge the meter isn't very good, just have it fill up the meter slower, like 5% per second.

Question(s): How does the gauge deplete? Is it constantly going down? Does casting abilities pause depletion for a couple of seconds?

2 hours ago, (XB1)TechnicCrown349 said:

Fireball

Should scale with secondary mods but have a low base damage to stop it from being to strong. It should also be able to form elemental damage types that have heat as one of the components maybe this could be done by energy colour.

Or another idea when this is cast ember is surrounded by fireballs which spin in a circle around her these inflict heat damage to those close enough and also provide damage reduction the damage blocked by the fireballs are stored and when the ability is reactivated the damage stored is released in the form of a giant fireball or a small shockwave once the duration runs out

1st idea: I still don't understand why some people want Fireball to scale off of secondaries. Giving her different types of elemental damage would make her more relevant, but don't fit her design (Gas and Radiation have little to due fire)

2nd idea: Pretty similar to how Overheat (https://warframe.fandom.com/wiki/Overheat) used to work, with the added effect of storing damage and sending it out. A shockwave sounds better than a giant fireball, since it covers more area than a targeted projectile, which is another reason current Fireball sees little use. A good ability, but not a good 1st ability. It would fit better as a replacement for Fire Blast

3 hours ago, (XB1)TechnicCrown349 said:

Accelerant

Some enemies can't be debuffed so it'd be nice if it was a buff to heat damage done by you. Otherwise a great ability

By "some enemies", I assume you mean enemies immune to Warframe abilities and bosses. I do agree that not being able to gain the benefit of it on certain enemies is a pain, you could have it buff you and your team with the same effect, instead of debuffing enemies. So far, this ability might need a readjust depending on the rest of the kit, but no major changes are necessary.

 

3 hours ago, (XB1)TechnicCrown349 said:

Fire Blast

Fire blast should move around with you because of the nature of this game you are barely stood still. Maybe u set ur self on fire and weapons this is the indicator the ability is in use. Or fireblast could be replaced with this ability

Phoenix

Ember sets her self alight granting her weapons heat damage whilst also healing herself and team. Drawback high energy cost duration based.

1st idea: Fire Blast being mobile is a necessity. For being a stationary, duration-based ability, it gives no major buffs to the team (you could say the same about Volt's shield, but...), it doesn't block projectiles (... it can block projectiles), it has a wonky hitbox that (barely) works 50% of the time. This was just a little rant about Fire Blast. My previous opinion stands: your idea for Fireball works better as a replacement for Fire Blast.

2nd idea: I don't really have a decent critique of this ability. It works as a buff/heal something akin to a Wisp mote. I guess it's just kind of bland. Its high energy cost doesn't mesh well with her passive meter, and a potentially high duration would leave much incentive for recasting

3 hours ago, (XB1)TechnicCrown349 said:

World on fire

The overheat mechanic is more of a hassle so rarely will players allow it to get to full before recasting because of this I think it should be rewarded by damage reduction as u overheat ember gains more damage reduction up to a maximum of 50% unmodded ,90% with some power strength , at max overheat

Or it remains the same

I think I'm going to start sounding like a broken record, but, WoF is an old and boring ability. Having stay the way it is now, or even how it was before the nerf is not an option, and I used to love the way it was. I honestly don't want to go in-depth as to why it needs a replacement.
Having it give DR clashes with your proposal for Fireball, as in, that's too much DR. Furthermore, this turns WoF from its old DPS-orientated "AFK skill", to a Defense-orientated "AFK skill". DE have said they don't want "turn on and forget" skills in the game, but there are skills of that kind still in-game, so... yeah.

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