Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Ember's World on Fire rework idea


Vanille
 Share

Recommended Posts

Ember has been under the radar for how easy and passive she is to play for the reward it gets, while being a game-killer factor for players feeling left out of missions (as an Ember farmer, I completely agree). DE agrees and wants to change the direction of stationary, passive, press & forget playstyle as recently seen with Ember and Banshee. While the change on Ember's 4th ability is in the right direction, it doesn't fix the gameplay issue. Energy was never a problem on Ember (0.75 energy/sec) making her able to forget what energy management is, casting WoF right at the begining of the mission and the biggest part, the change doesn't alter her passive playstyle, just slighty making her move closer to enemies, but just the same playstyle as before. So here's my idea, to make her gameplay less passive while not disrupting it for the rest of the squad, and still feel relevant and giving her abilties more synergy. Names in <> are just place holders.
 

  • Passive:

    Current: Any time Ember suffers a Heat proc, she gains 35% Ability Strength for the duration and regenerates 10 points of Energy for every second she is ablaze.
    New: Ember's abilities mark the enemies with <Ignition> for 10 seconds. Enemies defeated by Ember while marked will grant her a 5% Ability Strength stack for 10 seconds, up to 35%.
     
  • World on Fire: 

    Current: Deals high damage over time.
    New: On activation, Ember releases a massive wave of fire dealing high damage in all directions and toggling on <Fiery Soul> aura, shooting fire balls towards enemies marked by <Ignition> inside the aura and in line of sight, consuming energy per enemy kill, leaving a trail on the ground on the way to targeted enemies for 5 seconds dealing heat damage over time. Enemies suffering from heat procs inside the aura range are marked by <Ignition>.

         
    ► Range: 15m
          ► Damage: 1000
          ► Damage/Enemy: 400
          ► Energy: 120
          ► Energy/sec: 3
          ► Energy/kill: 30
     
  • Firequake Augment: 

    Current: Chance to knock down enemies up to 100% (mod ranks).
    New: <Fiery Soul> fire ball procs will refund 50% of energy on enemy kill. Enemies who survive after being hit by <Fiery Soul> fire balls have a chance to get knocked down up to 100% (mod ranks).
     

I believe this would make Ember an active gameplay frame while maintaining damage and scaling cc, having more synergy within her kit, and with other players able to proc heat status, having to constantly use the rest of her abilities and aim to maitain stacks or reactivating 4th for more nuke dmg. It would make Ember the true alternative to gunplay that Volt never was.

Edited by Kiwinille
Link to comment
Share on other sites

15 hours ago, Kiwinille said:

Ember has been under the radar for how easy and passive she is to play for the reward it gets, while being a game-killer factor for players feeling left out of missions (as an Ember farmer, I completely agree). DE agrees and wants to change the direction of stationary, passive, press & forget playstyle as recently seen with Ember and Banshee. While the change on Ember's 4th ability is in the right direction, it doesn't fix the gameplay issue. Energy was never a problem on Ember (0.75 energy/sec) making her able to forget what energy management is, casting WoF right at the begining of the mission and the biggest part, the change doesn't alter her passive playstyle, just slighty making her move closer to enemies, but just the same playstyle as before. So here's my idea, to make her gameplay less passive while not disrupting it for the rest of the squad, and still feel relevant and giving her abilties more synergy. Names in <> are just place holders.
 

  • Passive:

    Current: Any time Ember suffers a Heat proc, she gains 35% Ability Strength for the duration and regenerates 10 points of Energy for every second she is ablaze.
    New: Ember's abilities mark the enemies with <Ignition> for 10 seconds. Enemies defeated by Ember while marked will grant her a 5% Ability Strength stack for 10 seconds, up to 35%.
     
  • World on Fire: 

    Current: Deals high damage over time.
    New: On activation, Ember releases a massive wave of fire dealing high damage in all directions and toggling on <Fiery Soul> aura, shooting fire balls towards enemies marked by <Ignition> inside the aura and in line of sight, consuming energy per enemy kill, leaving a trail on the ground on the way to targeted enemies for 5 seconds dealing heat damage over time. Enemies suffering from heat procs inside the aura range are marked by <Ignition>.

         
    ► Range: 15m
          ► Damage: 1000
          ► Damage/Enemy: 400
          ► Energy: 120
          ► Energy/sec: 3
          ► Energy/kill: 30
     
  • Firequake Augment: 

    Current: Chance to knock down enemies up to 100% (mod ranks).
    New: <Fiery Soul> fire ball procs will refund 50% of energy on enemy kill. Enemies who survive after being hit by <Fiery Soul> fire balls have a chance to get knocked down up to 100% (mod ranks).
     

I believe this would make Ember an active gameplay frame while maintaining damage and scaling cc, having more synergy within her kit, and with other players able to proc heat status, having to constantly use the rest of her abilities and aim to maitain stacks or reactivating 4th for more nuke dmg. It would make Ember the true alternative to gunplay that Volt never was.

Or they can just undo the damage and roll it back. People make mistakes. The right thing to do is apologize, undo the mistake and move forward.

Link to comment
Share on other sites

13 hours ago, askaninja said:

Or they can just undo the damage and roll it back. People make mistakes. The right thing to do is apologize, undo the mistake and move forward.

New Ember is fine, didn't change her playstyle much, just gotta move more and be more careful, but overall she's still the same passive aoe frame, not a caster. I made this thread not because of her ulti change, but because with or without it, Ember still remains the same, a boring passive frame without real interaction. She's still a press and forget frame, with reduced range, instead of putting no effort killing entire rooms while walking, she has to do gun play aswell, and WoF is complementary to that gameplay, being passive just like before.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...