Jump to content

harvie89

PC Member
  • Posts

    26
  • Joined

  • Last visited

Posts posted by harvie89

  1. On 2018-07-27 at 6:24 AM, Hawk_of_the_Reborn said:
    On 2018-07-26 at 11:30 PM, nameomnz said:

    Or..We can just make the sentry a sentinel fly beside our carrier or whatever. Khora can have 2 pets why not implement it on vauban.

    On the healing part, I don't think military engineer wont allow to build a Dispenser that heal him and his teammate, In warframe you could also add energy in there as well.

     

    The only thing I disagree with, Is to make vauban have more armor, I would rather have shield with damage reduction, It suit him as an engineer and not make him a knight.

    This

    Yeah I do agree with the idea of giving shields to the team and also energy which is really really useful for Vauban to throw in more balls.

    If I say the passive "Whenever Vauban abilities affect their enemies, All members will have 'Fortification' buff by +1 permanent armor.". This doesn't like "Knight-like" right?

    and on the energy part... OH! I just had an idea, Emp gives energy to nearby warframe. ((Emp damage) * (affected enemies)) * 0.20 energy. Good for Vortex and Emp combo.

    So the player can choose, either Bounce(Shield) or Emp(Energy).

  2. 10 hours ago, Hawk_of_the_Reborn said:

    I talked with my clan for a little, and we had a discussion about how his passive could use a lot of love too.

     

    Instead of a percentage based increase requiring an unreasonably close proximity of all your team mates, why not enemies that grant the Vauban an armor buff; more enemies=more armor while it caps off after a certain number of enemies required for maximum armor increase. A nice flat 25 armor increase per enemy for up to...let's say 4 enemies. That would open up Vauban's mod capabilities for mods like Steel Fiber or Vitality. Because let's face it, if you're doing anything Infested, you're guaranteed to be swimming in toxin procs, a bit of extra health helps.  His 2 should be his new 1, with Tesla completely replacing the utterly useless Bounce. Now that his 2 spot is cleared up, I'm gonna link source of another and more thorough thread that gives great ideas for Vauban; 

    With this in mind, the thought of something for armor or 'repair' could be a rather useful 2. It's not any form of direct healing, but think of a fire Chroma's Elemental Ward. When it gives the health increase, it does a slightly 'temporary' heal by increasing health. When the timer runs out, health is returned to normal, and it's used as an indirect heal if the Chroma or any team mate did not take any damage going below their normal max health. 

    Ohhh! I like the idea of "more armor buildup" idea. What about "Whenever Vauban's ability affect/hit an enemy. +1 to Vauban's Armor and Vauban shares 10% of his armor to his team." and call it "Fortify" as to "making the team more durable.". It goes with his Military Engineer on building a good resilience. Maybe let the %armor mods to take effect with the Passive. Finally! Vauban can join the Armored Warframe club

    It's hard for me to let go of throwing the balls away, because it's what made Vauban special with his abilities. Except the part where Octavia just literally throws a ball... I WAS TRUGGURED, but I can't do anything about it except saying "give Octavia a special particle animation effect to her abilities when throwing"

    Healing abilities? Hmmm I may have a good idea to add a healing ability, but it should have a good reason to compete with other warframes. But having a heal is already too much of anything, right? He's a Military Engineer, not a medic. Maybe shields or armors are better. But then, Bounce can already give shields... I'll see what I can do.

     

    10 hours ago, nameomnz said:

    My complain is not that minelayer is not effective but it's inconvenience when try to fully utilize minelayer. The most effective grenade is concuss because it doesn't have to scale with power strength and it can disable ancient buff very useful in infested and void,But due to it's one time usage It need to be constantly put up and the way that I have to hold to release them just kills it. Also even if all of the mine are effective then I need to keep rolling my eye try to switch each of them while I would be better off using only one of them.

    The best way that I could make it scale is to make the sentry "Moddable" or better if you can lend your secondary/primary to it, Imagine lend it a bow and it turns into a crossbow sentry, Lend it a throwing knife then it become a knife spinning copter fan. As goes of health It doesn't need to be scaling because vauban going to be CCing most of the time anyways.

    If I have to guess a new passive then I suggest something like revive a destroyed sentinel every 30 second  

    I do agree that the minelayer ability is very inefficient. That is why I suggested to move all the minelayers to skill "1" and this is what makes Vauban special, his abilities are very versatile, yet ineffective, due to the face that it is underpowered and also costs 50 energy, especially when Oberon just press 1 AoE with homing radioactive missiles and 25 energy. Having to remove the ability will make Vauban Not Vauban but just some normal CC frame. Nothing unique. I actually did a really fun survival in Neptune, where I always spammed my minelayers and tesla, without using vortex and bastille. It was the best fun I ever hard. Paying attention to all the balls; what and when to put it.

    Sounds like a fun way to modify a turret, which I really like. But the problem is that "As goes of health It doesn't need to be scaling because vauban going to be CCing most of the time anyways", it devalues the use of the turret ability. But I will consider this idea, probably "hold 2 to create a turret instead", but that's too much right? I'll try to rework that idea and create something unique and feels like Vauban. Also, Military Engineers don't build turrets, they ride them like those sickass military tanks like this Leopard 2A7 that is produced in Germany:

    Spoiler

    Advanced military tanks

    If you're looking for turrets, check out heavy gunner support. They're the ones placing mobile turrets on the field. But even with this idea, I need to have an idea to make this turret "Vauban-y" with his balls and defensive fortification and room control. (don't forget room decoration). Not to mention that Tesla is considered as a turret.

    Spoiler

    1UkHh_pXQ9o__VTiaWbMMmjyU_MoSuDobtUcQN1Tfv0.png?w=1024&s=28bf949a0e0327bd130b4ec8e98df5f1

    I'll see that Passive later on.

  3. 11 hours ago, Hawk_of_the_Reborn said:

    Get rid of bounce. It's as useless as Excalibur's old Super Jump, and has been needing a desperate replacing for the longest time. Instead, move his 1 to replace Bounce. Then you make Minelayer his 1 while having something new for his 2. Vauban is a strict CC only frame, and as a Vauban main, he needs something for damage to at least make his CC viable for solo as well as synergizing with the rest of his kit. Like the suggestions that seem to be popular, maybe like a small deployable turret(Think mini turret from TF2 in concept) Weak in health, but bastille and his other abilities making it shine. 

    Also, there was another suggestion I saw once in regards to his Vortex. It really needs an overhaul to help with scaling. It needs to increas in both damage (and maybe in range with an augment) as more enemies are caught in its pull. Therefore it encourages more players to use it for aiding in both CC and damage for those Vauban players who like to kill enemies higher than level 20. Because let's face it, Vauban just can't survive without teammates due to his passive. Why can't Vauban mains solo Mot for 3+ hours yet EverySingleOtherFramecan easily and casually breeze through 6+ hours solo on Mot without even trying.

    Ah yes, the famous Turret. The problem with the turret is that the scaling will be too OP for low levels and too under powered for edurance. Why?

    Low-levels: AI has mis-accuracy aimbot blut flicks really fast in spectres. When it comes to low levels, the turrets will just mow down all low levels without doing anything. It will be a deployable ember.
    High-levels: having low health will be a big problem when it comes to endurance runs. This is why tesla is preferable. But if you want turret to scale with the level, it wouldn't be fun.

    But if you have a suggestion to how it should be, feel free to suggest. Maybe you have a mobility or supportive idea for the Bounce too, like some sort of consumable or booster. Bastille is already a good booster with the added status chance and will affect minelayers

    10 hours ago, nameomnz said:

    Hmm... I'm pretty sure he did mentioned sentry gun and dispenser/deployable utility but I only see the shield.

    Anyways, All of these abilities with "Damage" in mind I feel like it's a bit too much. I feel like it's going to be as boring as octavia and as complicate as limbo.

     

    I'm not a fan of current minelayer because having to cycle through 4 of them back and forth and Hold to release them one by one is too clunky and you suggested 5 of them?

    The mine like shred and radiate/stun is only 1 time use, So I have to spam no no I cant spam them becasue they need to be HOLD! I would rather having to hold to select and press to throw, But having to deal with 5 of them is a nightmare.

    Pylon? It only deal damage when explode with its contained damage, That's like waiting for enemies to destroy saryn molt(Remember that), And it can only takes so much damage unlike volt shield. Also the idea of scaling with power strength is terrible, Look at frost and see why endurance player like to run efficientcy, It's because of globe invulnerability duration of 4 second So they have to keep recasting their globe to protect him and his team. The same gose for Pylon but only with less cover.

    And finally vortex, It doesn't have to deal damage on it's own, We shoot vortex's victim all the time, It's would make more sense if the vortex explode with the damage from enemy's health that got killed while being pull by vortex.

    Yes, but if you ever tried using minelayer spam build (not efficient). It is super fun when using tripwires, bounce on columns for bulletjump speed, shred on high armored grineers, and concuss on a high group of enemies. Minelayers are the only thing that gives Vauban a good reason to be mobile and throw the right balls at the right ares, basically lets Vauban control the whole room in different situations. But as of the current, those abilities need a good amount of buffs to be more efficient and effective

    Ah yes, I might need to find a way to consider sentry gun and dispenser/deployable utility. When it comes to sentry guns with health, there will be a difficult process to scale properly with low level and edurance level enemies. turrets may turn out as "Press 2 to sit and watch a podcast", even if it scales with the enemies or not. But then again, you might want to give details on how it should work and how it scales. I'd appreciate that and I will try to consider. Also with the Vortex scaling idea of yours.

    1 hour ago, Hawk_of_the_Reborn said:

    Perhaps instead of shields, this 'pylon' buffs armor or the like. 

    Yeah, I was thinking of that. What's the idea you have in mind? My thought is having both, but I don't like the idea of "needing to camp". The pylon is not a need because it's a supportive defense ability which break and you can move to another pylon once it breaks. Also, should I place seconds of invulnerability upon barrier upon shield restore?

  4. 6 hours ago, DarkSignal said:

    A shield doesn't really fit Vauban's theme of being a trap warframe. All of Vauban's powers are designed around ensnaring and locking down idiots, so having it do something like Djinn's fatal attraction would be more fitting, in the form of a beacon that lures everyone over for some grand finale.

    As someone mentioned before, bounce should be replaced with tesla outright, and tesla meanwhile should zap constantly like Diriga's arc trap.

    Vauban by history is a sapper in military forces, noted as combat engineer. Sappers usually build defenses, plant mines, remove mines, breaking through fortifications, and repairing constructions. This is why I have to agree into having a defensive pylon, since he is a defensive support in a way. Also I forgot to mention that part in the post. EDITED!

  5. 9 hours ago, zfsnips said:

    First off would like to say i love the idea of the pylon. A deployable shield that could regenerate over time would be amazing for defense types and i feel would match vauban really well. i feel very strongly that vauban's kit needs more synergy and you have a good bit going on with a lot of what u suggest. The idea of the grenades effecting the other abilities like vortex i love as well. Keep up the good work, there would be some balancing needing done but I love most of these ideas so far. :3

    Yep! Balancing is needed here but what is important is the concept of the idea. I'll be updating more on this especially giving Bastille some sort of synergy with the other abilities.

  6. here's my idea to help everyone out for my Vauban mains and also here's a video that I watched before making this post: https://www.youtube.com/watch?v=LXVFYKAT13g

    I just want to make Vauban feel mobile in range, viable in scaling, and useful in versatility for endgame scaling, by adding better utility, CC, and damage. I also made the abilities to be more fun and very synergetic when it comes to choosing your ability arsenal to make silly builds. As well as making vortex super fun when adding minelayers into it. Vauban by history is a sapper in military forces, noted as combat engineer. Sappers usually build defenses, plant mines, remove mines, breaking through fortifications, and repairing constructions. So it is suggestive to have a defensive capability, not only through traps. I may have to update on giving temporary "armor" to the teammates as a form of "reinforcement" or "fortification".

    To Do List:
    Armor Fortification (good for squads; make sure he doesn't sound like a Knight)
    Energy and Heals? (He's an enngineer, not a medic tho)

    [DE] pls notis me

    Warframe Stats: (coming soon!)

    Passive(in progress): 

    Spoiler

    Whenever Vauban's abilities affect an enemy, the team will receive a permanent buff called "Fortification" by +1 armor. (details will be explained later)

    Whenever Vauban touches a trap, it will be completely disabled or destroyed. If Vauban touches a Nullifier's Projector Drone, it will degrade the Nullifier's bubble to restart.

    Ability 1: "Minelayer" -> Almost all the minelayer abilities should be affected by power scaling of the warframe(duration, efficiency, range, and strength)

    Spoiler

    Tesla: 0.45 sec pause for higher burst damage; status chance is at 80% (increasing the chance of stunning/CC on spread out enemies)
    Tesla stuck on Enemy: deals 1.5x to the target enemy and also zaps other enemies, outside the target, at the same time.

    Bounce: Enemies will fly away diagonally as well triggering ragdoll and falldamage, from the bounce instead of flying 90 degree upward; Tennos/Warfarmes will just jump 90 degree upward. 1m triggering range; 2m explosion radius. Tennos/Warframes that steps on the bounce pads will have extra shields to the amount of damage given by the bounce.
    Bounce stuck on Enemy/Player: damage, shield given, and explosion range is doubled; target will pulsate bounce in a sphere and bounces away at random directions; will ragdoll enemies.

    Tripwire: tripwires balls can link to the other tripwire balls, so players can have more more control of the tripwire and create a looooong tripwire across the hallway (this is similar to tesla link). 20% chance for enemies to stick on the tripwire, so stunlocking/triplocking enemies for the duration is now part of the tripwire. (yes, triplocking is actually a thing, and it looks hilarious)
    Tripwire stuck on Enemy: Target enemy cannot get away once the tripwire is connected to another tripwire
    Tripwire stuck on Tenno/Warframe: Each ball will connect to the closest tripwire balls other than the ones that are sticking to the player and those tripwires will not stick to the balls that have been connected with the balls that have connected to the player. (I hope this makes sense). Enemies will not be stuck on the tripwire in this state.

    Shred: 6m explosion radius, it deals high slash damage to the enemies, bypassing armor, knocking enemies down. No more armor removal. Has critical chance of 25% and critical damage of 2.0x. (scaled by power strength)
    Shred stuck on Enemy: damage, critical chance, and critical damage is doubled to the target enemy

    Concuss: 10m explosion radius, all enemies are radiated in the explosion, deaf is removed (cuz it's useless for radiation); (optional) slows enemies by 10~20%


    Part of Ability or Augment: "Selective Arsenal" -> tenno can choose to change each of the minelayer's ability, that can be found in "appearance" or "upgrade". Rank-> 0/1/2/3/4 (each rank unlocks an ability arsenal) (also, this is fun for making builds)

    Spoiler

    Tesla -> Shock: 7m explosion radius, 4 charges, 2 sec pause; explodes, deals high shock damage and status.
    Shock on enemy: deals 2.5x damage to the target enemy

    Bounce -> Emp: 15m explosion radius; disables robotics for 5 seconds; deals magnet damage and status effect. (Energy will be given to Players, coming soon!)
    Emp stuck on Enemy: after explosion, the target enemy is stunned

    Tripwire -> Net: 8m explosion radius; enemies are knocked downed and netted forever and can still scream for help; net HP is the enemy's base HP of 40%; enemies will attack netted enemies; netted enemy receives 1.5x damage multipler (power strength). Net can net the same enemy as much as they can. Enemies cannot have finisher animations.
    Tripwire stuck on Enemy: Double Net on target enemy

    Shred -> Gas: 8m gas cloud radius; The ball explodes into corrosive gas for 8 seconds with 75% status effect per tick, also slows enemies by 20% and reduces accuracy and shooting range within the area. The gas explodes with heat at 4m extension and blast at 2m extension
    Gas stuck on Enemy/Player: target roam around with the gas, spreading the danger to its teammates

    Radiate/Stun -> Flash: 10m explosion radius, all enemies are blind and are open for finishers; enemies are deaf
    Flash stuck on Enemy: target will be stunned by (Flash duration) * 1.5 seconds

     

     

    Ability 2: "Pylon" -> good for defensive scalability

    Spoiler

    Vauban deploys a deployable shield barrier on the floor that works like Volt, but the shield barrier has 1500 shield (scaled by power strength), low-aggro, and 45~95% damage reduction (only to its own shield), but has 30~75% damage reduction to magnet damage. (damage reduction is scaled with power strength)

    Once the shield barrier is destroyed, it will expose the Pylon laying on the floor like a floor mat, where it has a 100 shield, 100 health, and 300 armor, no damage reduction (scaled by power strength). The exposed Pylon is invulnerable until the barrier is destroyed.

    Once an enemy gets too near around the Pylon or the Pylon gets destroyed, the Pylon releases an explosion and deal the damage that has been stored and mitigated by the Pylon. The Pylon's shield will be depleted and added to the damage by Pylon's shield barrier/2.

    If the Pylon's shield is destroyed, it will take 11 seconds for the Pylon to restore the 50%shield instantly. (more duration decreases Pylon shield regeneration)

    If the Pylon is destroyed, it will explode and damages with Pylon’s shield barrier/2 + mitigated damage * 1(power strength scale). Range of explosion is affected by range.

    Pylon has a maximum of 5, older pylon will explode upon adding the 5th pylon

    Note: the pylon is low priority, so the players need to hide behind it. Some enemies are smart enough to destroy it, so protect it as you can


    Ability Status:

    Quote

    Strength:
    250 / 500 / 1000 / 1500 (pylon's shieldberrier)
    25 / 50 / 75 / 100 (pylon's shield and health)
    50 / 100 / 250 / 500 (pylon's armor)
    1.0 / 1.5 / 2.0 / 2.5x (damage multiplier)
    20 / 25 / 40 / 50% (damage reduction for plylon's shield barrier) max: 95%

    Duration:
    7 / 8 / 10 / 11 s (shield restore delay)

    Range:
    12 / 14/ 18 / 22 m (explosion range)

    Misc: "//" -> floor division
    explosion range - ((explosion range - (explosion range // 8))) / 2) m (trigger range)
    2 s (trigger delay)

     


    Augments:

    Spoiler

    Augment: "Adaptive Pylon"
    Similar to Chroma, where the Pylon's explosion deals elemental damage, based on the Energy Color. 25/50/75/100% elemental damage

    OR

    Augment: “Elemental Pylon”
    Similar to Volt and Chroma, where the shield gives additional elemental damage to tenno’s bullets, based on the Energy Color. 30/50/70/80% elemental damage.

    OR

    Augment: “Power Pylon”
    Pylon's barrier will stack 20/30/40/50% of player's bullets to the explosion

     

     

    Ability 3: "Bastille"

    Spoiler

    All enemies in the area will have 10/15/20/25% (power strength) more chance of receiving status effect and all existing status effect will decay slowly by half. It will also increases the Vortex range by (Bastille range + 2 meters), if the vortex is at the middle of Bastille ball until it is gone.


    Ability Status:

    Quote

    (Coming Soon!)

    Part of Vauban OR Augment: "Resisting Bastille" -> The extra enemies that are not into stasis will be slowed by 30/40/50/60% (the "Repelling Bastille Augment" is buggy, please replace it with this)

     

    Ability 4: "Vortex"

    Spoiler

    This ability is called to have damage, let's give it more damage and end-game viablility, utility, and SYNERGY!!!


    Part of Ability OR Augment: "Adaptive Vortex" -> While vortex is active, you can throw minelayers into the vortex and give a special effect both damage and utility. All minelayers have a maximum of 1/2/3/4. Having different Vauban adding more balls into the vortex is still debatable. Note: 1 Vauban player can only hold 5 minelayers

    Spoiler

    Tesla: Adds tesla(0.25 firerate) to the vortex. Adding more will increase electric range, damage, and zap firerate. Tesla zaps will prioritize enemies outside the vortex like a cloud of lightning.

    Bounce: At the end of vortex, it will emit a large bounce explosion, pushing all the enemies away. Adding more will increase range (# of Bounce)*((Bounce range) + (# of Bounce)) and damage

    Tripwire: At the end of the vortex, it will explode and place tripwires all over the area. Adding more will add more wires balls everywhere by 1(tripwire)*4 and slightly increases range of balls to be tossed out

    Shred: Adds slash damage to the vortex. Adding more increases damage and critical chance

    Radiate/Stun: At the end of the vortex, it will explode and gives radiation to enemies. Adding more increases range.

    Shock: Adds electric damage to the vortex. Adding more increases damage and slight range by (# of Shock)*((Shock range) - (# of Shock))

    Emp: At the end of the vortex, it will explode and disables robotics for a short moment and deals magnet damage and status effect. Adding more will increase damage and greatly increase range by (# of Emp)*((Emp range) + (# of Emp))

    Net: Increases damage multiplier to enemies in the vortex. At the end of the vortex, it will explode and nets all nearby enemies. Adding more will increase damage multiplier and greatly increase range.

    Gas: Vortex will emit a small cloud of gas. At the end of the vortex, it will explode and emit a cloud of gas for (# of Gas)*2.5 seconds with the range of (# of Gas)*((Shock Gas) - (# of Gas)) and the extended heat and blast will have (# of Gas) m more rangeThen explodes after the duration with heat and blast.

    Flash: At the end of the vortex, it will explode and blinds all nearby enemies. Adding more increases range and blind duration

     

     

    If you guys have silly builds or ideas for the abilities, let me now. I might enjoy the craziness and possible nerf a couple of these ideas. Tbh, I want to see someone with a tripwire build.

    Ability Combos:
    Net(spam) + Gas + Flash = Maximum Melee Damage
    Radiate/Stun + Gas = Radioactive Moshpit
    Net(spam) + Shred(crits) = Is this AoE Dread? (Shred bypasses armor and has critical damage)
    Tesla stuck on Enemy + Bounce stuck on Enemy = Mobile Turret (someone do this to a player)

    Team Tactics:
    Classic Tesla spam on player, you know what this does 😉
    Net spam on a player, let the player jump into a large crowd. All enemies will have X*(# of Net) damage multiplier. END GAME VIABLE!
    Gas spam on player, I mean... it's a walking corrosive cloud of death. What do you expect?
    Tripwire spam on player, REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
     

    Also please comment all the OPness and mistakes, I would gladly appreciate it for the well-being of improving Vauban.

  7. Why not give her a damage fall-off instead of cutting the whole range?

    Strength:
    250 / 300 / 350 / 400 (initial damage)
    500 / 600 / 700 / 800 (overheated damage)
    150 / 200 / 250 / 300 (extended area damage)
    10% / 20% / 25% / 35% (status chance)

    Duration: N/A

    Range:
    7 / 10 / 12 / 15 m (initial radius)
    3.5 / 5 / 6 / 7.5 m (overheated radius)
    3.5 ~ 6.5 / 5 ~ 9.5 / 6 ~ 11 / 7.5 ~ 14 m (extended area radius)

    Initial Energy Drain: 4 s-1
    Overheated Energy Drain: 7 s-1

    Energy Cost: 50

     

    With this, it will focus on on better CC range for enemies who are still coming to the overheated area to die. In further areas, they will bit damaged lightly, just enough for high level mobs to die instantly when stepping in the overheated area. Plus, the extended area can just focus on CC stun, to panic the enemies on fire as a whole.

  8. as a Vauban main, I do have to agree on 1,3, and 4. But on the war "Gun Sentry", it feels a off since Vauban by history is a sapper in military forces, noted as combat engineer. Sappers usually build defenses, plant mines, remove mines, breaking through fortifications, and repairing constructions.

    My favorite in the the idea here is the "Protection Pylon" because it is based on defense and fortification. It may also compete with Volt's Electric Shield which is good and useful since volt's ability already proved its use. what makes it even more useful is that Vauban can finally defend himself and his teammates from ranged attacks.

    Suggestion: When it comes to the ability's force field shield, I do suggest instead of using 7000 health, use a shield instead that has around 1000~2000 base shield. The Pylon's main device has a shield around 150, health around 150, and armor around 50. Therefore, the opponents can shoot it down and destroy it and make it less OP.
    Optional/Augment: Similar to Vault. The Shield will proc any bullets going out from the shield like Volt's with added bonus damage by [0]6%, [1]12%, [2]18%, or [3] 24%, by that, the proc's status type will depend on the color, also similar to chroma. (this augment is going to be useful and not mandatory)

    It feels like you can just remove the Gun Sentry and just use Protection Pylon. I hope you aren't thinking of TF2 Engineer 🤔

  9. I like the idea as everything going to be in the cosmetics and I understand about the balancing issues when each animation have different status effect, but it can make the game versatile.

    My opinion about the Noble that it might not be a good cosmetic for me because it might be easier to hit due to the wide hit-boxes. People would still use it because its FABULOUS! (if only you get a knockdown resistance around 15% whenever a dodge/bullet jump is used)

    My question is, does each give different distances and speed?

    If I ever give a suggestion, it would be about have more versatility:

    Swift - both dodges and bullet jumps travel faster but on short distances.
    Beastly - dodges are normal like the original; bullet jumps can travel further, but a bit slower.
    Noble - same as the original
    Acrobat - dodges can travel longer but slower; bullet jumps are normal like the original

     

    But hey, this is your Idea and this is my suggestive Idea. Feel free to add it or not. DE notice me~

×
×
  • Create New...