Pre-Rework Ember was hot trash that was only good for her CC. This is because her abilities didn't scale in any shape or form. The usual bunch would come out to say "it's fine for Starchart, and oNLy tHe StAR cHArT MatTErS!"
After her rework along with Heat status rework shredding armour, she's in a far better place. Granted not too great high-high levels where even stripping down 50% armour still isn't enough, but it's a step in the right direction! More importantly, beyond Heat, her abilities have their own forms of scaling such as further armour reduction. Best part is she's no longer (as) toxic in early game with World on Fire.
Oberon's Smite is another great example of a scaling ability that remains useful throughout the game, not just because of it's anti-Eidolon augment, but also because it scales off enemy max health
Hydroid's Tempest Barrage and Ash's Shuriken are only barely tolerable if you waste a mod slot to augment them. And with Corrosive nerf, I'm not sure about Tempest Barrage even with it's augment.
Atlas' Landslide and Khora's Whipclaw scale off melee weapon stats…which considering how insane they are, understandably creates abilities relevant all game long as they grow alongside your arsenal.
Most of Grendel's Abilities are incredible examples of how to make abilities useful all game long. He shreds armour, he scales off enemy's power, etc. I love him. He's great.
Let's contrast this with non-scaling abilities.
Chroma's Spectral Scream and Effigy are infamously bad, especially ironic with how overpowered his buffs are. Volt's Shock exists for it's Augment alone, same with Frost's Freeze. Utterly worthless once you reach Saturn or later. What do they all have in common? They don't scale off anything except Ability Strength. Even with Fire Element, Chroma's nukes don't scale, because Ember who also uses fire also have other systems in her kit that further elevates her abilities to be relevant later in the game.
I propose making all abilities scale off something to become late-game relevant going forward, go through each Frame and make them scale in some way. And the best part? You won't have to worry about these abilities being OP early game because enemies are weak early game, so the scaling isn't that great anyways. But late game they will retain relevance.
Possible Avenues of Scaling
-ability damage scale off enemy levels
-ability damage scale off enemy health
-ability damage scale off player's weapons
-ability damage scale off weapon mods
-ability shreds enemy armour
-ability damage scales off enemy attacks to a ludicrous degree since enemies do very little damage and have insane health value (so less like Absorb and more like Defy)
-ability damage scales off some sort of resource that will be consistently relevant all throughout the game like Ember's heat gauge
So let's look at Volt's Shock now. It's worthless. There's a mildly inconvenient CC? It's tolerable with an augment, but should we be required to spend a mod slot just to make an ability tolerable? But if it scaled off enemy HP/Armour/Shields, it will remain relevant all game long. It won't be OP early game because enemies are so weak that it's HP scaling is negligible. But as enemies gain more health/armour, the damage from Shock becomes more relevant. But it won't be OP because that's the nature of scaling off enemy stats. It's only as strong as it needs to be.
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© Post "Since we’re talking about usefulness of abilities. It’s time we start making ABILITY DAMAGE SCALING OFF ENEMIES a universal concept that applies to ALL abilities. Make all powers usable late game!" for game Warframe.
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