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[DE]Connor

Vauban & Ember Dev Workshop

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Don't really have much to say about vauban except maybe having his minelayer being more focused on utility. I don't really like the speed pad, mainly because I see no use for it other than to troll or meme. I mean, we can already bullet jump and parkour so speed pad just kinda seems redundant. Maybe we could have another mine that attaches to players that can heal them over time or give them health, grant increased movement speed fire rate/attack speed or reload speed, or or just something more useful than a speed pad imo. I think having two mines for dmg and cc, and two mines for ally buffing would be nice. I know this would basically make his 1 wisp's 1 2.0, but I just personally think that having something like that would really benefit him solo or in  teamplay and make his 1 worth using.

As for ember, I'm really concerned about her immolation ability. Micro-management is good and interactive, but too much would make it frustrating and stressful, not fun at all. Since you said her dr would scale with the meter, trying to maintain that sweet spot on the meter to keep the 90% dr seems really stressful and would probably take your attention away from actually play the game. Also, with a penalty for not maintaining your meter, losing all your energy is too harsh. I would suggest just giving her a flat 90% or even 95% dr for the ability and have players just try to keep the meter from reaching max. I think this would justify the harsh punishment of losing all your energy and people would be willing to accept that punishment, for balance reasons. 

Just my two cents

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I'll admit that I have been historically known to overreact a bit to changes to this game, getting all hot and bothered when my long-time favorite builds are altered.  Most of the time, the changes aren't as big of a deal as I initially think, and I get used the them very quickly and don't mind them.  I apologize for the times when I've gotten bent out of shape prematurely, and I hope that that hasn't created a "crying wolf" effect that will diminish what I am about to say.

I am, by great lengths, angrier and more appalled at this moment than I have ever been in my six+ years of playing this game.  I am so shocked and disgusted that you would remove World on Fire that I am simply beyond words.  This is HORRIFYING.  Removing WoF is, bar none, hands down, the single worst change to this game you have ever made.

Not every frame needs to be viable at level 100+.  Not every frame needs to be a sortie or arbie specialist.  Some frames can have other uses.  Is Ember high level viable?  No.  Not really.  But that's fine.  She's one of the best and most fun frames to use at low levels.  And there's lots of low level missions.  Sometimes you have to play low level missions.  Sometimes low level missions are the most profitable and ideal, such as for farming ducats.  She's one of the best and most fun frames for a long Lith survival or excavation.  WoF is a unique ability, and has been one of the most fun for the entire life of this game.  It's not useless.  It's not obsolete.  It's not outdated.  It's perfect, in fact.  Contrary to what you seem to think, DE, you don't need to radically change a frame's abilities once every year or so in order for them to stay relevant.  Just because something is old doesn't mean it's bad.

WoF is one of the best, most fun, and most unique abilities in the game.  The only other frame that has an always-on, toggle aoe that allows you to move and play as normal while it's active is Equinox day form, and forgive me for being shallow, but I'd much rather play Ember, as Equinox day form is one of the most unattractive frames in the game (and Ember is one of the most.)  Ember was the very first frame I ever built (after my default Excalibur).  I've never grown tired of her.  WoF has been one of my absolute favorite abilities from the very beginning.  This change is just despicable and outrageous.  Please, please don't do it.  Please.  Do whatever you want with her other three abilities.  I mean, her other three all sucked anyway.  They always have.  I never use any ability but 4.  Obviously, a rework is justified, but don't remove the one and only ability that's fun and spectacular.  Go hog wild with the other three, but please leave WoF alone.

Leave it alone.  Please.  I'm not overreacting this time.  Don't ruin one my favorite things in the game.  PLEASE.

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7 minutes ago, Kalsiam said:

Don't really have much to say about vauban except maybe having his minelayer being more focused on utility. I don't really like the speed pad, mainly because I see no use for it other than to troll or meme. I mean, we can already bullet jump and parkour so speed pad just kinda seems redundant. Maybe we could have another mine that attaches to players that can heal them over time or give them health, grant increased movement speed fire rate/attack speed or reload speed, or or just something more useful than a speed pad imo. I think having two mines for dmg and cc, and two mines for ally buffing would be nice. I know this would basically make his 1 wisp's 1 2.0, but I just personally think that having something like that would really benefit him solo or in  teamplay and make his 1 worth using.

Tbh,Wisp's Motes c0ckblocked Vauban entirely...it should of been part of his kit,with an additional dmg mine...
Only 1/3 of her 1st ability already put so much shame and shadow on his Tesla to begin with.

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Rework for Trynity when? She's useless her 1st ab is useless since Well+EV combo fix. For most mission scenarios on MR1-3 and 8+ players you don't even use Bless, because players are out of range. + I haven't seen any Trynity in veeeery long time anywhere...

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Posted (edited)
1 hour ago, ShortCat said:

In higher missions Ember is played as a buffer/debuffer,

Ah, so press 2

"Strategic advantages", come on. Even Warframes as convoluted as Limbo are reduced to a simple chain of button presses, and you're trying to bring strategy to Ember's one ability.

1 hour ago, Justin_Case001 said:

Removing WoF is, bar none, hands down, the single worst change to this game you have ever made.

I beg to differ. It's the second best thing they could've done.

The absolute #1 best thing they can still do is removing Banshee's soundquake.

1 hour ago, Justin_Case001 said:

The only other frame that has an always-on, toggle aoe that allows you to move and play as normal while it's active is Equinox day form

Well you see, Equinox is actually encouraged to turn it off sometimes which, as simple as that is, is already double the interactivity of WoF.

Edited by VentiGlondi
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29 minutes ago, Justin_Case001 said:

I'll admit that I have been historically known to overreact a bit to changes to this game, getting all hot and bothered when my long-time favorite builds are altered.  Most of the time, the changes aren't as big of a deal as I initially think, and I get used the them very quickly and don't mind them.  I apologize for the times when I've gotten bent out of shape prematurely, and I hope that that hasn't created a "crying wolf" effect that will diminish what I am about to say.

I am, by great lengths, angrier and more appalled at this moment than I have ever been in my six+ years of playing this game.  I am so shocked and disgusted that you would remove World on Fire that I am simply beyond words.  This is HORRIFYING.  Removing WoF is, bar none, hands down, the single worst change to this game you have ever made.

Not every frame needs to be viable at level 100+.  Not every frame needs to be a sortie or arbie specialist.  Some frames can have other uses.  Is Ember high level viable?  No.  Not really.  But that's fine.  She's one of the best and most fun frames to use at low levels.  And there's lots of low level missions.  Sometimes you have to play low level missions.  Sometimes low level missions are the most profitable and ideal, such as for farming ducats.  She's one of the best and most fun frames for a long Lith survival or excavation.  WoF is a unique ability, and has been one of the most fun for the entire life of this game.  It's not useless.  It's not obsolete.  It's not outdated.  It's perfect, in fact.  Contrary to what you seem to think, DE, you don't need to radically change a frame's abilities once every year or so in order for them to stay relevant.  Just because something is old doesn't mean it's bad.

WoF is one of the best, most fun, and most unique abilities in the game.  The only other frame that has an always-on, toggle aoe that allows you to move and play as normal while it's active is Equinox day form, and forgive me for being shallow, but I'd much rather play Ember, as Equinox day form is one of the most unattractive frames in the game (and Ember is one of the most.)  Ember was the very first frame I ever built (after my default Excalibur).  I've never grown tired of her.  WoF has been one of my absolute favorite abilities from the very beginning.  This change is just despicable and outrageous.  Please, please don't do it.  Please.  Do whatever you want with her other three abilities.  I mean, her other three all sucked anyway.  They always have.  I never use any ability but 4.  Obviously, a rework is justified, but don't remove the one and only ability that's fun and spectacular.  Go hog wild with the other three, but please leave WoF alone.

Leave it alone.  Please.  I'm not overreacting this time.  Don't ruin one my favorite things in the game.  PLEASE.

World on Fire, even at its peak or lowest, was not a good ability for engaging gameplay. It is a toggle and forget ability, and although "efficient" at killing stuff at lower levels, it isn't fun AND the only reason you stay alive is because these enemies will barely scratch you, even if a heavy gunner shoots you for 3 seconds.

And yes, EVERY frame should be able to at least survive at lvl 100, in the sense that you can at least contribute to the team's efficiency and/or lockdown enemies for an easy kill. Just because WoF is "unique" doesn't mean it should stay. Current Ember can't do this, her WoF usually get's reduced to 10-15m after 10 seconds, and enemies hit you from 20-30 meters away, making Ember rely on extreme parkour, spamming Accelerant or going into melee range. All of these options are either extremely risky or energy hungry and boring. You literally have to cast Accelerant every 3 seconds, that's not fun, at all.

Sure, every frame has their niche, but low level missions should never be one of them. Ember is only ever used for these low levels missions because she doesn't run the risk of dying, and enemies have low armor/health so they die in the blink of an eye. But when you reach lvl 40 things start to get ugly, infested ugly. And while the starchart consists of mostly of low level missions, Ember can't compete in game modes like Elite Sanctuary, Eidolon hunts or Profit Taker without using every single damage reduction option in your arsenal, and you still need to play much better than that guy using Excalibur.

Inferno, the new fourth ability, is said to work with line of sight. This could either mean everything on your screen, or the area around you, similar to Excalibur's Radial Javelin. If it is the later then it is extemely powerful, and the fire spread will ensure that all enemies that survived the initial blast will get damage over time, get stunned with their allies's aura or maybe their own auras, and even spread to other enemies. And the potential damage can still easily kill low level enemies, AND lvl200 butchers with ease. The fire ticks of a modded Ember were doing 2300 damage. 

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Posted (edited)
6 minutes ago, VentiGlondi said:

Ah, so press 2

I beg to differ. It's the second best thing they could've done.

The absolute #1 best thing they can still do is removing Banshee's soundquake.

Also, her 2 is very boring. I mean, it is a short stun with a buff, in a warframe that is designed to literally burn everything down in a glorious fashion, seems very underwhelming to me. And still was one of her most useful abilities, but just because of the stun (And I ran a 184% power strenght Ember with Ignis Wraith, mind you).

Edited by HolySeraphin

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Posted (edited)

Hm...what if do Immolation like this?

  • Make it duration based with 25 seconds, affected by mods
  • every enemy killed by heat in a 15m radius increase the timer by 2 seconds, kinda like Eternal Warcry? It would work like syphon, you're absorbing the heat from dead enemies to sustain your candle. (maybe for an augment?)
  • casting abilities give an instant amount of heat, and then constant generation for a few second, maybe 3-5 seconds, not affected by mods.
  • To counter this the meter goes down at a constant rate, and casting 3 (Fire Blast) reduces it by 25%
  • Once it reaches 100% it stays on 100%, but you get an energy drain of 3 energy per second and lose 2 health per second that can ramp up to 6 energy and 4 health per second, not affected by efficiency mods. Maybe if you use her Inferno while at 100% you lose a portion of your health? 20%? Maybe not.
  • Your get a screen effect to show you that you're at 100%. Maybe it gradualy gets orange/red with time or maybe the corners start to get a fire effect, similar to how we get the infested effect on Infested Salvage missions.
Edited by HolySeraphin

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Posted (edited)
29 minutes ago, HolySeraphin said:

Hm...what if do Immolation like this?

  • Make it duration based with 25 seconds, affected by mods
  • every enemy killed by heat in a 15m radius increase the timer by 2 seconds, kinda like Eternal Warcry? It would work like syphon, you're absorbing the heat from dead enemies to sustain your candle. (maybe for an augment?)
  • casting abilities give an instant amount of heat, and then constant generation for a few second, maybe 3-5 seconds, not affected by mods.
  • To counter this the meter goes down at a constant rate, and casting 3 (Fire Blast) reduces it by 25%
  • Once it reaches 100% it stays on 100%, but you get an energy drain of 3 energy per second and lose 2 health per second that can ramp up to 6 energy and 4 health per second, not affected by efficiency mods. Maybe if you use her Inferno while at 100% you lose a portion of your health? 20%? Maybe not.
  • Your get a screen effect to show you that you're at 100%. Maybe it gradualy gets orange/red with time or maybe the corners start to get a fire effect, similar to how we get the infested effect on Infested Salvage missions.

Hello!

Your idea would give me more better way then DE reworkish thing " you'll lose all your energy at once... "

We'ra talking about a 638 energy with maxed Primed Flow which is flushing down on a toilet in an instant if you screw up the timing of activate ability...

Interesting Passive... 10 meters😂

They should also consider to change Frosts passive aswell... Don't leave out her old pal from the screw up party.

Best Regards

Edited by Reaver1986

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21 minutes ago, Reaver1986 said:

Hello!

Your idea would give me more better way then DE reworkish thing " you'll lose all your energy at once... "

We'ra talking about a 638 energy with maxed Primed Flow which is flushing down on a toilet in an instant if you screw up the timing of activate ability...

Interesting Passive... 10 meters😂

They should also consider to change Frosts passive aswell... Don't leave out her old pal from the screw up party.

Best Regards

It was already stated that they consider giving the passive an affinity range, so 50m.

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Posted (edited)

Can we get some numbers for this abilities?
Hard to tell is this reworks would be energy hungry, enouth of range, good or bad with that information and tests in god mod against not the most heavy armored enemies.

Edited by FelanGrey

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Posted (edited)

xaxa Emeber/Vauban  is died.He/She/IT  is retired 😄

Edited by BDT_Flames
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Posted (edited)

THE SUMMARY OF VAUBAN'S DEVSTREAM PRESENTATION

Quote

Passive: Stays the same (enemies take more damage when immobilized).

Tesla: Little rollers that latch onto the nearest enemy. CC + AoE shock. Can cast up to 4, hold to cast multiple at once. Unlatches from dead enemies to attach to others.

Minelayer: Casting cost reduced to 25 energy. All 4 balls are changing. "Tether Mine" that grabs and pulls in enemies (A limited Nidus' 2?). Nail Grenade that shoots out radial nails to deal damage in an area (Azima?). Boost Pad that gives you a forward boost (Sonic the Hedgehog?). Damage Amp that attaches to allies with a damage boost aura (Wisp's 1 damage buff with AOE?).

Orbital Strike: Calls down an orbital strike. Deals damage.

Bastille: Hybrid Bastille/Vortex. Tap to cast Bastille, hold to turn into Vortex. Hold to skip Bastille and just throw Vortex. Bastille collapses to a short Vortex at the end of it's duration. Armor strip for enemies and buff for teammates when within Bastille.

 

THOUGHTS ON THE MINELAYER COMPARED TO THE REST OF VAUBAN'S PRESENTED KIT

I'll level with myself here: I am NOT confident in having Minelayer still on Vauban. Even with the presented kit, he is still on the very squishy side and needs the Crowd Control from his 1st and 4th to avoid damage from enemy attacks.

There is also the redundancy in the Minelayer options presented:

  • Why have the Tether Mines when Bastille/Vortex (and to some extent the Teslas) will CC/stun and keep enemies in one place?
  • I can't see Nail Grenade making much of a difference unless it distracts enemy attention and draws aggro/enemy-fire while doing its merry-go-round attacks.
  • Boost Pads...a base Warframe has already more than enough means to traverse with Parkours/Operator Dashes/Warframe Abilities that do what Boost Pads do but better...I can't see this being remotely convenient at this time.
  • A damage booster may seem like a filler with how many other Warframes can also boost teammate damages.

Overall, I can't feel very confident in keeping Minelayer especially with some people feeling it is too risky to have a squishy Warframe like Vauban needing to toggle through Minelayer options to  find the optimum choice. I feel the 2nd ability slot needs a much quicker option.

 

SUGGESTIONS ON A 2ND ABILITY FOR VAUBAN BESIDE MINELAYER

  • [TELEPAD]
    • Vauban places a "teleportation device" which can be used anytime to teleport himself to the spot it lands
      • Device can be destroyed and its energy refunded holding down the ability
      • Tap the ability to transport to the device's location destroying it
      • Device heals Vauban a small portion (100/150/200/300) but healing with this ability debuffs Vauban X seconds preventing further recovery until the debuff ends
      • Can teleport while the device is in mid-trajectory
    • Telepad will grant Vauban a brief 1 second invulnerability upon teleporting
    • Augment Options:
      • Vauban leaves behind X Tesla Mines from the location he left from activating the Telepad
      • Vauban unleashes a X meter Radiation knockdown on the location he teleports to
      • Telepad auto-activates if Vauban's Health is reduced to XX% his current Health (Augment Health-gates Vauban's health to 1, XX second cooldown)
  • [JAMMER]
    • Vauban throws down a Jamming Grenade that jams enemy weapons, staggers melee enemies, and reacts to Tesla Mines
      • Robot enemies are disabled temporarily
      • Jams enemy guns like the Mag's Counter Pulse Augment
      • All Teslas attached to enemies hit by Jammer cause the attached enemies to  force drop Ammo/Health Orb/Energy Orb at a XX% chance
    • Augment Options:
      • Jammer will disarm affected enemies instead at a XX% chance
      • Jammer creates a particle field reducing enemy Accuracy by XX% for X seconds
      • Jammer 100% removes and disables enemy Shields for X seconds

 

REASONING BEHIND TELEPAD SUGGESTION

Telepad is an idea to give Vauban both a survivability option and a maneuverability option. Use this ability especially in some unique stealth/spy missions to get to places much more conveniently. The self-support it can give could be either healing or Shield Buffing. Telepad can also be used while in mid-flight which could make for a quick getaway for sticky situations. Vauban's mine/trap style is best suited to mid-long range distances, so having a maneuverability option into his kit wouldn't hurt.

 

REASONING BEHIND JAMMER SUGGESTION

Along with fitting a tactical-theme, Jammer provides some protection against Vauban's heavy weakness to ranged enemy attacks. Most of his kit prefers to trap melee enemies since they are most likely to be caught in Vauban's tactical deployments. The drop option is an option for those that wants a slightly better support option. Jammer can also be a mine-type ability with a limit to how many Vauban can have on the field if you wish.

 

CONCLUSION

These are just my thoughts on the presented Minelayer and I feel there can be a much better and "quicker" option for Vauban's 2nd ability. Anyone willing to share thoughts on Vauban's current Minelayer, the presented Minelayer, and the abilities suggested please feel free to share.

Also:

Quote

I strong feel that the whole ABILITY SWITCHING in Minelayer has to go. It really should be one specific ability without the whole ability option switching mechanic.

 

Edited by FoxFX
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Posted (edited)
8 minutes ago, BDT_Flames said:

xaxa Emeber is died.He is retired 😄

First: that grammar 😉

Second: Ember is female 🚶‍♀️

Third: Even if they shipped it as it is, she would stlill be in a better spot than she is now.

Edited by HolySeraphin

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Yaa low lv 10-70 lv  😄

For  Normal missions and Void Fissures -Defense/Exterminate/Capture is perfect for  Solo/Squad 

Other Category form High lv is Useless

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Kimda funny mine layer went from only shred is truly worthy. To only AMP is truly worthy. When DE will learn that if to skill do the same thing on warframe , people will only use the best one because warframe has no cooldowns and energy cost are meaninless.

Mine layer should be Vauban utility belt , jammers , energy wall , shield boosters , radards and so on. Having more cc on the theter grenede and nail grenede is kind dumb because they are worse then bastile and vortex.

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Posted (edited)

Among Minelayer's mine types, only Damage Amp seems remotely worthwhile. Each mine should provide a good amount of utility to be worth their cost. I know it's 25 energy, but look at how many powerful 25 energy abilities we have across our 41 Warframe roster.

Sticky Ripline is a 2 target discount Vortex. Nail Grenade is a projectile launching turret with likely minuscule damage per hit and Puncture procs on occasion. There's no reason to cast them outside of low energy reserves when Bastille and Orbital Strike exist, for hard CC and damage and more functionality (armor strip, armor bonus, etc).

Tesla Drones also fulfill the "create a stationary turret/Tesla Coil that damages and status enemies around them" niche. Those can move with Vauban unlike the Nail Grenade, and can be cast for multiples.

Considering that Scott is experimenting with buffing mines, lets make them all buffing mines worth casting.

  • Let the mines stay awhile, have them apply buffs to Vauban and his allies in various ways.
  • Damage Amp remains as is. Mine jumps to nearest ally, giving a timed damage bonus with an aura around the player to share the buff with allies nearby.
  • Boost Pad should not force player movement on touch. Bounce was a nuisance because it did just that. Have it buff an ally's Sprint Speed and Parkour Distance by a huge and moddable amount. Comes with 4 charges to give the buff 4 times.
  • Shield Guard - the mine jumps to an ally, causing their shields to have a shield regen bonus and always recharge even after taking damage. The mine provides one Shield Gate similar to Hildryn's passive with the brief invulnerability on losing all shields, with the mine disappearing after.
  • Resupply - a stationary mine that produces a Health Orb, Energy Orb, or ammo pickup periodically, depending on what the player nearest to them needs.
Edited by PsiWarp
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Posted (edited)
1 hour ago, BDT_Flames said:

Yaa low lv 10-70 lv  😄

For  Normal missions and Void Fissures -Defense/Exterminate/Capture is perfect for  Solo/Squad 

Other Category form High lv is Useless

Are you using a translator? Because this is nonsense.

Edited by HolySeraphin

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1 hour ago, keikogi said:

Kimda funny mine layer went from only shred is truly worthy. To only AMP is truly worthy. When DE will learn that if to skill do the same thing on warframe , people will only use the best one because warframe has no cooldowns and energy cost are meaninless.

Mine layer should be Vauban utility belt , jammers , energy wall , shield boosters , radards and so on. Having more cc on the theter grenede and nail grenede is kind dumb because they are worse then bastile and vortex.

 

1 hour ago, PsiWarp said:

Among Minelayer's mine types, only Damage Amp seems remotely worthwhile. Each mine should provide a good amount of utility to be worth their cost. I know it's 25 energy, but look at how many powerful 25 energy abilities we have across our 34 Warframe roster.

Sticky Ripline is a 2 target discount Vortex. Nail Grenade is a projectile launching turret with likely minuscule damage per hit and Puncture procs on occasion. There's no reason to cast them outside of low energy reserves when Bastille and Orbital Strike exist, for hard CC and damage and more functionality (armor strip, armor bonus, etc).

Tesla Drones also fulfill the "create a stationary turret/Tesla Coil that damages and status enemies around them" niche. Those can move with Vauban unlike the Nail Grenade, and can be cast for multiples.

Considering that Scott is experimenting with buffing mines, lets make them all buffing mines worth casting.

  • Let the mines stay awhile, have them apply buffs to Vauban and his allies in various ways.
  • Damage Amp remains as is. Mine jumps to nearest ally, giving a timed damage bonus with an aura around the player to share the buff with allies nearby.
  • Boost Pad should not force player movement on touch. Bounce was a nuisance because it did just that. Have it buff an ally's Sprint Speed and Parkour Distance by a huge and moddable amount. Comes with 4 charges to give the buff 4 times.
  • Shield Guard - the mine jumps to an ally, causing their shields to have a shield regen bonus and always recharge even after taking damage. The mine provides one Shield Gate similar to Hildryn's passive with the brief invulnerability on losing all shields, with the mine disappearing after.
  • Resupply - a stationary mine that produces a Health Orb, Energy Orb, or ammo pickup periodically, depending on what the player nearest to them needs.

 

My point is that the whole ABILITY SWITCHING in Minelayer has to go. It really should be one specific ability without the whole ability option switching mechanic.

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Posted (edited)

Not sure about the new Minelayer when other parts of his kit look like they'll do the job better.

Would have thought to bring Vauban back into use and keeping him as the CC king, give him an ability like nothing before

E.g. Overload

Vaurban emits an electric pulse with range of x metres around him. All enemy electronics are temporarily disabled, e.g. weapons jammed, for x seconds - including nullifier shields. This is usable even within a nullifier bubble.

It wouldn't do any damage, it's a stun and not like any other stun. It always sucks when you're a damage frame and face a corridor of bubbles that slow you down, so having Vauban, the engineer, being that one frame that is able to disable enemy engineers makes sense.

Also, it would synergies well with Bastille and his passive of extra damage to incapacitated enemies by disabling then incapacitating otherwise unstunnable enemies would be an extremely beneficial ability that no other frame could do, whilst at the same time not turning him into just another damage frame.

Edit: formatting

 

Edited by Nar_Rayya
Formatting
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On 2019-10-04 at 8:06 PM, [DE]Connor said:

The Immolation meter will build slowly at first - killing enemies and casting Ember’s Fireball (or her new ultimate ability) causes the meter to build faster. But be warned! If the meter reaches 100%, Ember will “overheat”, unleashing a wave of flame expending ALL energy. To prevent this from happening, use Fire Blast to expel a portion of your heat meter, or toggle Immolation off to reset meter build.

There is no reason for the ability to have such a downside 

Its w worse DR than gara 2 whilr having no dmg expeling your meter to deal aoe dmg as a second part of this ability is best use since you can keep it full for max DR or expell it to deal greallt 360 aoe dmg specially since her 4 is now pov

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Posted (edited)

I've only recently started using Vauban as a main frame, but I really enjoy his CC rather than damage abilities as they make it more tactical, especially in solo play.

That being said, I'm surprised there's no 'brand new' ability for him to make him really shine and stand out and give him the love he's been lacking for so long, especially when Minelayer - both old and proposed new - seem to be less good than other abilities he has.

So, an idea:

E.g. Overload

Vaurban emits an electric pulse with range of x metres around him. All enemy electronics are temporarily disabled, e.g. weapons jammed, for x seconds - including nullifier shields. This is usable even within a nullifier bubble.

It wouldn't do damage, entirely cc but no other frame can remove nullifier whilst being affected by them so it would bring something new to the game and to cc in general. It always sucks when you're a damage frame and face a corridor of bubbles that slow you down, so having Vauban, the engineer, being that one frame that is able to disable enemy engineers makes sense.

Also, it would synergise well with Bastille and his passive of extra damage to incapacitated enemies by disabling the nullifier, then incapacitating them with Bastille would then open a large number of enemies to weapon damage or abilities for other frames.

Possible augment: Shield Restore

The drained nullifier bubbles would also restore shields of Vauban and nearby allies. (Think Volus' shield restore ability in Mass Effect 3 coop)

Edited by Nar_Rayya
Augment idea

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Minelayer should just be some kind of dispenser for health or shields. Ammo near it is added to an ammo dispenser part that gives you ammo. The only problem is that's just infinite health and shields. So it should get shields and health from some other ability, or Vauban has to put more energy into it for more health and shields. 

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Posted (edited)
3 hours ago, keikogi said:

Kimda funny mine layer went from only shred is truly worthy. To only AMP is truly worthy. When DE will learn that if to skill do the same thing on warframe , people will only use the best one because warframe has no cooldowns and energy cost are meaninless.

Mine layer should be Vauban utility belt , jammers , energy wall , shield boosters , radards and so on. Having more cc on the theter grenede and nail grenede is kind dumb because they are worse then bastile and vortex.

Now that you mention it, if they just gave Vauban a bigger version of those energy walls that the Terra Corpus deploy, I'd be content with that. Even if it was an inferior version of Volt's shields, I'd still get more use out of it than Minelayer. Just being able to throw out a piece of tough cover to sit behind and safely shoot enemies would help Vauban a lot. But then Vauban would hardly be the "trapmaster" DE wants him to be; then again, they give him such lame mines, he's hardly a trapmaster with those too.

In another thread I wondered if they could just shove in mini versions of Loki's abilities and call it a day. A decoy, an invisibility cloak, a disarming bomb, and something else, maybe a radiation mine like the augment or a grenade that stuns/blinds for finishers/stealth attacks. It wouldn't be inspired or unique, but at least it'd be functional.

For the Minelayer rework, I like Sticky Ripline as a cheap immobilizing option. I'll have to try the Nail mine to see if it actually does anything but I have my doubts. The boost pad may as well not exist, and the damage amp will be useful but I think it's really boring. Push a button, get a damage buff. Not very captivating, works for a simple guy like Rhino but Vauban shouldn't be like Rhino, if you ask me.

Edited by (NSW)ToadBlue
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Not big fan of Ember and Vaub rework. 

Ember looks like mixed bag at the moment. 

Passive better compared to before but power synergy is weird in my eyes. UI needs to show it working. Rather we saw some real synergy with some sort of passive meter linking things together. Don't want nidus like situation but bonus things based on how much you cast. 

Fireball changes are fine not much to report here. 

Immolation replacing accelerant, DR is nice but meter based with giant downside is rubbish. I rather this meter was part of the passive, forced to store excess heat to use later for energy. Roll the DR with accelerant together, Here one idea can store the heat use it as shield gate later or ammo or something. keep the quick stun. Don't like the forced synergy between fire blast and immolation. 

Fire blast being linked to immolation just sucks. When don't want to use forced to use it. I like the rest of the changes, guess they are decent. Not big fan of the massive knockdown. 

Bye world on fire hello something much better in theory.

Overall we get armour reduction, damage reduction with better scaling and one giant downside. Would like to see the passive change how the meter works but good base to work with in terms of design. Some minor changes I can see it working better. 

Vaub a similar story to Ember just with more waste powers. 

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