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Dev Workshop: Warframes Revisited


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On 2/2/2018 at 6:28 PM, yianniscy84 said:

I have a bug to report for Ember. Try to put an Energy Restore while Ember's World On Fire is running. You will see that you do not gain energy. Please fix it.

It is not a bug, you do not receive energy from pods/abilities while a channeling ability is active.

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Atlas doesn't stack enough armour, his rubble sucks frankly, and the amount enemies drop is pitiful.
Suggestions:uncapped, give more rubble per drop (say 100, or 75 for enemies such as butchers, or turrets), decrease the drain further at lower than 1k armour, and slowly increase drain per 500-1000 armour gained, as even with 1500 rubble (which will never happen, you get maybe 2-3 seconds with 1500 before the drain starts) his ehp is lower than all other tanks

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So I had an epiphany while playing Ember today. Why not have her napalm from fireball burn herself, and instead of damaging her, it would constantly heal her for a duration. This would only be for fire from her 1 and not from other sources. This way her 1 would be more useful and would synergize with her passive. Also have it give her bonus armor while doused with napalm inside fireblast or something.
Another thing I thought might be nice is having a constant max range (while max power) for world on fire while inside fireblast. Which could flow like fireblast > world on fire > possibly kill everything > bullet jump to next area > fireblast > rinse repeat? 

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On 3.2.2018 at 6:50 PM, dataman88 said:

how is "Ember" and "Power Creep" even in the same sentence?

Guess cause she cleaned everything up to level 40 - 50 very fast. Making her ultra-efficient. That's how, but I said in my opinion. If you think differently please, don't quote me on something where I agree with the rework. Power Creep = too efficient. I guess her's price explained itself.

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15 hours ago, Deathduelist said:

So I had an epiphany while playing Ember today. Why not have her napalm from fireball burn herself, and instead of damaging her, it would constantly heal her for a duration. This would only be for fire from her 1 and not from other sources. This way her 1 would be more useful and would synergize with her passive. Also have it give her bonus armor while doused with napalm inside fireblast or something.
Another thing I thought might be nice is having a constant max range (while max power) for world on fire while inside fireblast. Which could flow like fireblast > world on fire > possibly kill everything > bullet jump to next area > fireblast > rinse repeat? 

new augment mod coming soon.... healing napalm....

I very much doubt DE would add that to her kit as standard even though it's still really a high risk ability.

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22 hours ago, Deathduelist said:

So I had an epiphany while playing Ember today. Why not have her napalm from fireball burn herself, and instead of damaging her, it would constantly heal her for a duration. This would only be for fire from her 1 and not from other sources. This way her 1 would be more useful and would synergize with her passive. Also have it give her bonus armor while doused with napalm inside fireblast or something.
Another thing I thought might be nice is having a constant max range (while max power) for world on fire while inside fireblast. Which could flow like fireblast > world on fire > possibly kill everything > bullet jump to next area > fireblast > rinse repeat? 

I was going to suggest something similar in the vain of the Warmth pyromancy in Dark Souls 2 and 3, though I would have the orb follow Ember. Either way, such an ability would really fall in line with her supposed Phoenix theme.

Edited by UrielColtan
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On 2/8/2018 at 2:57 AM, Duffy1 said:

As someone who mains Ember, I'm not sure how I feel about the change, I use ember in very high levels, as a superior, close proximity CC. Standard range with the Fire Quake allows ember to survive with my weapons doing the damage, knocking down enemies as you get near with WoF, with the fire status also doing CC, the use of Accelerant to stun larger groups. Ember gets very little kills, Survival-ability is relied on the CC and fast movements and kills with melee and medium to long range weapons. I know of no one who uses Ember like this, but that is how I feel she should be used, an unseen potential, so much CC potential, overlooked. With this change, it will definitely allow her to scale in high levels... as a wipe out frame. However, despite my concerns I do think you are heading in the right direction.

This change to ember is absolutely absurd, her cast and forget trait is what made her my most favorite frame, and now i doubt i'll even be able to stomach using the frame anymore, especially since it already took a lot of work to make her range decent.

These constant bombardments of nerfs and changes are ruining the game for and countless of my friends, all we want is to be left alone to play the game together the way we love. 

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Just now, (Xbox One)Harbinger XK5 said:

This change to ember is absolutely absurd, her cast and forget trait is what made her my most favorite frame, and now i doubt i'll even be able to stomach using the frame anymore, especially since it already took a lot of work to make her range decent.

These constant bombardments of nerfs and changes are ruining the game for me and countless of my friends, all we want is to be left alone to play the game together the way we love. 

 

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Chroma has been my main for a long time(long before PoE) and the changes DE made are actually satisfying to me because it makes Chroma more than a Eidolon one shotter. It annoyed me greatly that all these Chroma "mains" had ridiculously high damage buffs and it made me feel weak as a Chroma main but with these changes I can finally be satisfied with my Chroma again. Thank you so much DE. I can finally reclaim my main as an all around Warrior. 

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I like how DE are switching things out to make it actually feels better to play warframe. BUT one thing i would love DE to keep in mind is that the concept for each weapon, warframe, and mod is not that great. i feel like i want to receive unique experience by building warframes in different ways but that does not seem to be the case with the current mods where everything scales using percentage. the concept of each warframe is not strong either. i feel like the major problem with warframes is that their skills 'look' like they tag along with the concept of each warfframe but when u play the warframes, it doesnt feel like it. For one, i imagined volt to be a fast and agile warframe but what i found out after spending sometime with him is the opposite. when i play volt i only felt so slow, the way he cast each skill that always took 2 secs, just make him more like a squishy stun support. basically, people only mod volt for speed n stun.... 1st n 3rd skill feels like crap, 3 n 4 cast time is so long they don't feel like they belong to this warframe. feel like DE could change 3rd skill to faster self-cast(already picked up shield) shield and put an augment mod where volt will just put shields on squadmates. warframe skills are so poorly designed and just the quality of life when playing is like a struggle to make bad things work. the gameplay needs to be more smooth > less cast time on some skills. Thegameplay of each warframe needs to match the concept of each one. 

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This is why I love this game! Ever changing, imploring us to think and actually work on our equipment!

I'd like to make a suggestion as well: some changes may (I'm not saying it's a lot but still) affect a frame so much that the previously built and polarized setup is no longer viable, thus needing re-work. Also there are the cases where people make mistakes and they'd need twice as many formas to correct it. So as a solution an item that is expensive to craft but resets the frame to its original polarization layout would be great. 

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vor 21 Stunden schrieb (Xbox One)BigLithuanian:

Chroma has been my main for a long time(long before PoE) and the changes DE made are actually satisfying to me because it makes Chroma more than a Eidolon one shotter. It annoyed me greatly that all these Chroma "mains" had ridiculously high damage buffs and it made me feel weak as a Chroma main but with these changes I can finally be satisfied with my Chroma again. Thank you so much DE. I can finally reclaim my main as an all around Warrior. 

agree, im no main but even tho the fix is great and its actually nice to see hes now more value for a team rather than a solo hero.

Edited by Xydeth
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I've been thinking about Ember issues for awhile now and I've come up with an interesting solution. 

Keep the rework as is, but as her abilities run she stores up a "fuel meter" based on total fire damage done. Her #4 would work the way it does now, but with more efficiency than with Thai current setup. 

The fuel meter would take all heat damage done by Ember (and her allies if she is using either the Fireball or Accelerant Augments). This meter can be activated by holding down her #4 which would give her abilities more heat damage. If activated when the meter is fully charged it does the same thing, but activates her original (pre-2018 rework) WoF, but stronger and uses the meter's energy.

This can be toggled on or off, but WoF as it was cannot be activated until the meter is fully charged. This meter is based on her duration (how long it will last), efficiency (how much energy it costs to use), and power strength. 

More duration will decrease the cost of having her short-range WoF on as well as the length of time of her other powers. It will als affect how long the "fuel gage" is; longer fuel gauges will take longer to fill. 

More efficiency will lower the cost of her powers (as normal), but the energy spent will directly translate into fuel in the gauge. More efficiency means less fuel transferred to the gauge, but the supercharged WoF will last longer. 

More power strength means more damage and more damage means more fuel into the gauge. The drawback is that the fire will cause more damage, but burn faster as per the rework. 

Please note that the fuel gauge is separate from her energy pool and will only begin to store damage while her current, reduced range WoF is active. Any damage done to enemies, any energy spent by Ember, and any ally firing from within Fireblast or under the Effects of Ember's team-buffing augments will store fuel for her Supercharged WoF! 

I don't know how to get more people to see this as I feel it would really make Ember a team player, it would slowdown her rampage in lower levels, increase her effectiveness in higher levels, and give her more interactivity than pressing #4 to win. 

If any other Tenno likes these changes, pass it on! 

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On ‎2‎/‎17‎/‎2018 at 11:18 AM, (Xbox One)BigLithuanian said:

Chroma has been my main for a long time(long before PoE) and the changes DE made are actually satisfying to me because it makes Chroma more than a Eidolon one shotter. It annoyed me greatly that all these Chroma "mains" had ridiculously high damage buffs and it made me feel weak as a Chroma main but with these changes I can finally be satisfied with my Chroma again. Thank you so much DE. I can finally reclaim my main as an all around Warrior. 

Just thought I should point out that most of the Chroma mains who are complaining aren't complaining about the damage nerf.  They nerfed his armor into the ground even though it wasn't the problem, and they won't even say why they nerfed it.

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All the nerfs to the frames are great and all,having mr 1-5 players get some kills is also great,but at some point the new players will lern and get bored of "Lets kill everything with meles or hit a mob 10 times ,wow so much fun" and want to do things faster and more efficient.I personaly got bored of this type of gameplay simply becouse the game pushed me to a farm fest.Farm farm farm farm for that ,farm to craft that.farm for that....and it keeps on repeating.How do you want us to do the things ,you as a game developer, to get all these things whyle "having fun" ?And lets be real here most of the "i can't kill anything becouse of the ember players" don't even bother to kill anything and from what i have seen they actualy enjoy getting carried the entire mission and do nothing whyle getting rewards and in the end this is the main goal.

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8 hours ago, Bladefeather said:

Just thought I should point out that most of the Chroma mains who are complaining aren't complaining about the damage nerf.  They nerfed his armor into the ground even though it wasn't the problem, and they won't even say why they nerfed it.

His is general armor or Vex Armor buff?

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