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World on Fire Rework Idea


(XBOX)Lolisto Bread
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This rework idea is mainly centered around preserving some of World on Fire’s old and unique traits, it’s power and range.

 

 It’s coming from the perspective of somebody who is open to seeing changes to the ability, but still favors some of the original traits the ability had.

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How about leaving the range alone and drastically lowering the flat damage, but adding a max health percentage that ticks every so often. It would allow her damage to scale, but negate her room wipe for lower levels. The main source of Ember’s survivability is also coming from the guaranteed fire procs on World on Fire, so lowering the range is just a flat nerf to that. The energy drain should not result in a range decrease at all. If anything, it could extend World on Fire beyond it’s base range. The increased damage scaling could work in conjunction with the increased range scaling to drastically improve World on Fire’s effectiveness over time at the cost of drastically increasing the energy cost to do so. It would give you the option to build in a way that lets you:

 

A: Take care of lower level mobs with higher power strength and range, all be it not in an instant room wipe like its previous state, and quickly ramp up its scaling damage for higher level enemies.

 

B: Build more towards efficiency and duration and spare quickly ramping up your damage to preserve energy and cast more conservatively. This could also extended your survivability since you’d have more energy to keep the ability up longer.

 

C: Mix and match ability stats to find a more specific and comfortable output that’s dependent on the play style of the person using Ember. 

 

Keeping the core characteristic of the ability’s damage and range would be comfortable for players who prefer the old version of World on Fire more, but these changes would fix the ability so the damage could scale more effectively at higher levels while preventing the problem of it room nuking and disrupting active gameplay for players that prefer lower levels and players that are new to the game. The current changes still maintain some of the problems of room nuking lower levels and poor high level scaling, the only difference being that you now need to build more towards range and duration/efficiency and less towards power strength. The ability’s current trade off of range and efficiency for power over time don’t keep the core feel of the ability for players who prefer old World on Fire and make it feel more like a punishment for casting it for extended periods of time, while the range decrease and damage ramp up doesn’t entirely solve the problem of low level room nuking. The ability feels a bit awkaward without some of its old core characteristics and it still needs core changes so lower levels can actively be played by new and old players and players who have used Ember for a long time can still enjoy some of its old traits, alongside a new design liven up its feel.

Also, adding a brightened screen or hue change that players could opt in or out to while the ability is active or ramping up could be a neat FX tweak. It could function similar to Hysteria’s hue change on the users screen, but be room wide and visible to you and your squad mates.

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This rework idea isn’t perfect, so any changes/suggestions and constructive criticism on this rework are welcome.

 

Edited by (XB1)Lolisto Bread
Forgot to add a small and unique FX tweak suggestion.
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