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

Ember Rework idea. (May add art later, on my to do list)


Teoarrk
 Share

Recommended Posts

 

Just as a starting note: this is taken from a longer document on Google Docs, but this is the only section that is ready now.

Goals of this post:

  • To present a concept for Ember that will make her more dynamic
  • To modernise her kit.
  • To make her fit more in line with DE's planned changes to DPS frames.

Not goals of this post:

  • To tread on anyone's toes
  • To make anyone have a bad day
  • To make anyone from the Hunting game mode thread think that I've stopped drawing. I'm learning the basics again. Anatomy is a lot harder than I remember.

To start off with, I would not change the base stats of Ember or Ember Prime. They are fine as is. Now, for the changes.

Passive: Carnot Timbre

Just as the primordial Archimedian Carnot described, an ideal heat engine does not lose energy to it’s surroundings. Our creation gains energy from its surroundings, far surpassing the presumptions of that ancient mind.

All enemies killed with heat damage by either Ember or allies in Affinity range add 1 energy to Ember.

 

Passive: Mote of Agni

Even the hunger of that ancient fire have been tamed by Orokin ingenuity and given an eternal host.

Alt Name and description:

Passive: Perfect Black Body 

An engine of idealised purpose meets the demands of its task.

Ember has a scale, 1 to Overheat.

To rise on the scale, you need to use an ability. To lower, you need to stop using abilities for 10 seconds.

This passive ties into how strong Ember's abilities are and some of her other stats. Open the following spoiler tabs to see the effects.

Stat changes.

Spoiler

 

Modifications to running speed:

1: Ember’s running speed is slowed by 0.10.

2: Ember’s running speed is as listed.

3: Ember’s running speed is increased by 0.05.

4: Ember’s running speed is increased by 0.10.

5: Ember’s running speed is increased by 0.15.

Overheat: Ember’s running speed is increased by 0.20.

 

Modifications to Armor:

1: Ember’s Armor is increased by 25.

2: Ember’s Armor is increased by 10.

3: Ember’s Armor is as listed.

4: Ember’s Armor is decreased by 10.

5: Ember’s Armor is decreased by 25.

Overheat: Ember’s Armor is decreased by 40.

 

Modifications to Power efficiency:

1: Ember’s Power efficiency is increased by 25%.

2: Ember’s Power efficiency is as modded.

3: Ember’s Power efficiency is decreased by 25%.

4: Ember’s Power efficiency is decreased by 50%.

5: Ember’s Power efficiency is decreased by 75%.

Overheat: Ember’s Power efficiency is decreased by 100%.

 

Fireball changes.

Spoiler

 

Fireball: 25 energy.

1: deal 150/275/300/400 damage.

2: as 1, but also deal 50/100/125/150 area damage. (5m)

3: as 1, but also deal 100/200/250/300 area damage. (8m)

4:as 3, but killed enemies explode, dealing 20% of their total health as damage + 100/200/250/300 heat damage.

5: as 4, but 25% of health as damage.

Overheat: as 5, but 35% of health as damage.

 

Accelerant changes.

Spoiler

 

Accelerant: 50 energy.

1: Stun enemies within 8/12/15/20m.

2: As 1, but applies a damage multiplier of 1.5x/1.75x/2x/2.5x. Lasts for 30 seconds.

3: As 2, but applies a damage multiplier of 2x/2.25x/2.5X/3x.

4: As 3, but direct heat damage is converted into blast damage.

5: As 4, but increases status chance of weapons used on effected enemies by 100%.

Overheat: As 5, but status effects apply with 100% increased duration.

 

 

 

Fire Blast changes.

Spoiler

 

Fire Blast: 75 energy

1: Create a ring of fire that is 4 m wide and 1 meter thick. Enemies that linger in it are dealt 37/112/150/225 heat damage per second. Shots through the ring get +50% heat damage.

2: See current description of ability. http://warframe.wikia.com/wiki/Fire_Blast

3: As 2, but the ring of fire deals heat damage every 0.5 seconds.

4:  As 2, but wave of fire deals double damage.

5: As 2, but 100% chance of heat status proc.

Overheat: Ability range now affects wave and ring radius. Power strength affects bonus heat damage applied to weapons.

 

World on Fire changes.

Spoiler

 

World on Fire: 100 energy

1: Creates a flash of fire, which sets all enemies on fire in a radius 20/25/30/35 meters. Deals 75/100/125/175 damage per 0.5 seconds for 5 seconds.

2: As 1, but sets the ground on fire for 15 seconds. Enemies entering the area are given the same proc. Enemies that remain in the area get cumulative procs for every 2 seconds they stay in the affected area.

3: As 2, but the damage is doubled.

4: As 3. But the damage is doubled.

5: As 2 but the fire deals 1.5%/3%/4.5%/6% of the enemies health as heat damage per second for 5 seconds

Overheat: As 5, but enemies that die to World on Fire explode, releasing a wave of fire that deals 200(+ 20% of their total health) as heat damage that extends to 10/15/20/25 meters and has a 35% chance of proccing a heat status effect.

 

Thank you for your time. Any suggestions are welcome and if you have ideas for the scale, feel free to post them below!

Edited by Teoarrk
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...