Jump to content

Mardomus

PC Member
  • Posts

    86
  • Joined

  • Last visited

Posts posted by Mardomus

  1. I like the idea of the current TECTONIC ability, but more could be done to improve it rather then taking it away completely. Also, I wish Strength and Armor would increase the health significantly like Frost's Globe. 

    My idea for Improving TECTONICS is by;

    1). Adding the PvP augment (Rumbled) to the ability. When you hold the ability down while near the TECTONIC placement (Don't have to be on it but 4-6m away), the rocks crumble onto you turning you into a Rumbler with rock armor. For appearance wise, you should be able to have a Primed version of it, or be able to change the looks and its effects through the Arsenal. The current rock armor is very outdated. When you hold the ability while in Rumbler form, the rocks should be able to detach it self onto an area as if you were placing the TECTONICS down with a simple tap like the current placement style. The energy spent remains. 

    2). As mentioned above, with the increase health to TECTONICS, Atlas hp should be close to or around Inaros or Grendel's hp pool; given the amount of Strength and Armor Mods. The rubble that drops from his 3rd and 4th ability should restore health to Atlas in TECTONICS form, while still providing its current state of Atlas Rubble reduction/Armor ui/style. 

    As for his other abilities, Atlas PETRIFY needs an energy reduction cost. If it were me, I would change it to a channel ability (not a high energy drain 1 Energy Per second) with a max range of 8m or 10m not effected by range mods. His RUMBLERS need a damage increase, BADLY given its his 4th with 100 energy, and should have similar actions as Wukongs double. His passive should have been what adaptation is, but maybe add high resistance to Fire, impact, slash and puncture damage along with the current passive. For Landslide, it needs a damage increase as well has a decent status/crit. Maybe that can work with combos. When he's not combo-ing, the stacks of status and crit is reduced like Wukong's augment. Maybe more could be done there.

     

  2. To be honest with you, Khoras' 4th ability does more than Hydroids's 4th, since she can max range and her cage can pull enemies in. Plus, I think her 4th scales. On top of that, she too has an augment for extra loot. And, her whip is quite strong compared to the laughable 1st of Hydroid regular and charged Barrage.

    As for a Hydroid defense build, go range and duration if you're using his 4th and 1st ability augments; he's VERY dependent on augments. You could use his 2nd ability at one spawn area and at the other spawn area use barrage, while using an AoE weapon or his 3rd to pull enemies if there are more spawn areas, but this will drain your energy quickly. Puddle defense build isn't bad if you go all range with his corrosive augment, but its very boring, to be honest, and energy consuming. Sadly, Hyrdoid under performs in Defense compared to, Frost, Limbo, Khora, and Atlas 2nd ability augment. He's too squishy, his abilities don't scale, it doesn't do good damage even if you hold his damage ability as the missions mobs scale, unless your fighting against level 40-60, because you have to put most of your resources into augments, duration, and range leaving Hydroids' ability weak at higher level. Not only does this make his 1st and 4th weak, but you also have to consider being energy efficient. Even with an Arcane, and Efficiency build, his abilities are too tight and limited to perform at higher and longer Defense runs, unless you build all range and duration without his augments and bring a strong AoE weapon, but that too, will make his play style boring compared to newer frames who perform better with less work. Don't forget, you have to "charge" his 1st and 4th for more damage, which isn't much at a certain level. Hopefully this helps. Hydroid and other frames need major fixes, because the newer frames are out performing them with less work leaving those frames being used less and useless. He is my most used Frame, but horrible. 

     

    Here are my Hydroid builds I use for Kuva/Defense/Survival (Depends on the Defense);

    TfurBjV.png?2

     

    Here's my duration and range for Defense;

    VzweYnj.png

     

    And these are the weapons I use. Ferrox is good for pulling mobs together, so I use this for gathering, Puddle, Tentacle Swarm and Barrage combo, or to hold down an area;

    jjCuIN2.png

     

  3. To be Honest with you, Atlas needs work badly. Many of these older frames are lacking compared to the newer Frames and its kind of frustrating, especially Atlas animation/ability style. How is Atlas prime punches not Primed, but his Rumblers and Tectonic are? Not even the Armor he gets from petrified mobs are primed, but remains outdated and lacking in terms or creativity. Add some plants or grass effects to his Rubble armor. Hes Earth for goodness sake. 

    Landslide needs improvement with something similar to what was done with Barruks 4th (augment) and that is Status Chance, given his Landslide has low crit. When I tried the new Barruk Augment, I actually liked it. It needs a little oooph, but it helps a lot when it comes to adapting to different mobs, since impact is limited. Make that Atlas new augment. Call the new "Natural-Selection", and it scales off ability strength.

    Tectonics is really good for Defense and can be tactically use for yourself or a squishy Frame to hide behind; Vauban. But, I think the ability could add more to it. Players been asking for the Augment mod Rumbled to be added outside of Conclave, and I agree it should be added. This can work well with Tectonic by leaving tectonic as a click ability while allowing the hold down ability to absorb Tectonic becoming a Rumbler with Rock Armor (If you're far from Tectonic, the hold ability wont work). Damage absorb should be increased with "x" Armor and works well with the Rubble he receives from petrified mobs, while giving the ability updated effects. Get rid of the current augment and call the new on the "Tectonic Rumbler".

    Petrify augment "Ore Gaze" should combine with "Path of Statues" leaving Petrify augment-less.

    Rumblers is a very weak ability, given that it's his fourth. It should be dealing some really good damage for how slow the move to their target. To be honest, the Rumbler(s) should be doing the same damage as Landslide. The Rumblers should also be able to proc his other augments, equipped, ("Path of Statues" and "Ore Gaze"). The augment can remain the same, but it needs a major buff. It is very useless and outdated along with his other abilities. 330% Ability Strength and it still hits like a wet noodle. His 4th ability under performs once mobs hit a certain level, I believe 20? Maybe I might be over exaggerating, 30? Also, why not have his Rumblers remain beside him until he unsummon them like how Wukong can hold down his 1st to get rid his clone.

    Other then that, there are Frames who are too dependent on their augments and I think they should just add augment mod slots to Warframes like they gave weapons Exilus Mods. Most of the augments help improve the Frames ability, "Path of Statues" and "Ore Gaze" for example, like how Exilus mods do their weapons. Just a thought. It gives players more verity for different builds rather then limitations. 

    • Like 1
  4. 21 hours ago, (XB1)Knight Raime said:

    Energy is absolutely not a problem with him.  I'd be curious to see what your build is.

    His energy is a problem along with his 4 abilities. His passive is redundant when your energy is being depleted at fast rates per second with 1 or more enemies inside. 

     

    21 hours ago, (XB1)Knight Raime said:

    His 2 is his weakest aspect in his kit I'll give you that.  But it's hard for me to knock on a reliable buff that increases my energy gain from literally everything.  How exactly is it punishing?

    His 2 is not the weakest that goes to his 4th. His 2 is punishing because you have to cycle and grab mobs to get a specific "buff" rather than allow all buffs to be used at once (Octavia). So, if you need energy, given that he needs it, you have to find that mob that gives it to you, while Harrow and Trinity's abilities become less punishing for energy restoration and it's more rewarding. Also, his health buff is horrible. Inaros healing and Nidus self regeneration could have been a mix to this ability. Even wisps Healing Reservoir is way better than Grendel's 2nd and he is a new frame.

     

    21 hours ago, (XB1)Knight Raime said:

    His 4 absolutely isn't the worst.  I regularly kill sortie 3 enemies just by bouncing next to them a few times.

    Oh yes it is. Impact isn't as great especially when it comes to higher content (Atlas, Baruuk, etc.). They could have changed that impact to toxic damage considering his kit deals "toxic" damage. Other Frames have already cleared mobs and areas moving to the next part of the mission, while you're still doing "bounces" just to kill 1 mob (Primary weapon could have done that faster). Given that you have a damage buff to help out, but good luck finding the right mobs to get the buffs you need. Octavia does it by dancing, and so does other frames who gain buffs without issues like Wisp, etc. So in conclusion, this Frame is still in "Alpha". It needs to be looked and and fixed like how they did with Gauss. Also, if your kit is revolved around energy restoration, while you have a "buff" that gives it, something is wrong. 

  5. On 2019-12-28 at 2:02 PM, Graive said:

    Increase Tidal Surge movement speed and maneuverability. Similar to Rhino's Ironclad Charge, Tidal Surge now grants a stackable buff based on # of enemies hit (15% damage resistance up to 90%). The timer scales on duration (10s base). The timer refreshes when new enemies are hit with Tidal Surge but the buff % resets only after the timer has expired. Optional: add to his current augment. A copy paste of Ember's Immolated Radiance, granting allies 45% damage reduction while also making it wipe current status effect.

    I don't know of Rhino's Ironclad Charge, but Revenant's Reave during Danse Macabre has some good maneuverability. Tidal Surge movement is based off Duration, so at 254% Duration the ability speed is 76.2m/s. Basically, it doesn't need a boost. Rather than damage resistance buff, it should be a debuff on the amount of enemies hit scaling off Duration; max 90%. Also, (Augment) enemies hit by Tidal Surge, while in Undertow, strips % armor and remains submerged once Surge is over. Not sure if it does that now, and if it does then it's bugged. Also, if he is not in Undertow, he gains 6 seconds of Invulnerability once Tidal Surge is over. 

     

    On 2019-12-28 at 2:02 PM, Graive said:

    30% more barrage instances with radius scaling based on power range. Optional: Make his current augment innate. His new augment, Explosive Barrage, doubles the water missiles and gives the party a blast damage buff when held (like all the other elemental based warframes).

    I like the barrage scaling of power range Idea. His augment should be similar to Saryn, Volt, Frost, & Oberon giving players within range corrosive dmg buff scaling off Duration or Range. I'm not feeling the blast and corrosive works well considering the augment already gives him that status. Also, not sure if you want this, but take away the idea of holding the ability for more damage. So useless. 

     

    On 2019-12-28 at 2:02 PM, Graive said:

    Puddle now attracts enemies, but does not alert them (similar to Ivara's noise arrow). Additionally, puddle submerges your companion. Similar to Harrow's Covenant, Hydroid and his companion receive three seconds of invincibility upon exiting puddle, after which Hydroid receives two buffs that scale dependent on damage absorbed while invincible and power strength (1.50% per 100 damage points prevented) : a Health regen buff based on enemy kills (5% of health per kill at base up to a maximum of 40%) and Critical damage buff (25% critical damage at base up to a maximum of 200%). These buffs have a timer which is dependent on Duration (15s base).  Optional: Make his augment also regen health on enemy kill and add his critical damage buff for allies and companions.

    Make his Undertow similar to what was done to Nezha's 1st ability. Increase the Duration, and take away the channel. Nezha's Fire Walker starts off at 30s Duration without mods and given Hydroid kit works well with Duration, it will keep him in Undertow longer while gaining energy, mods, ammo, etc. Increase the damage of enemies in Undertow scaling off Duration. 

     

    On 2019-12-28 at 2:02 PM, Graive said:

    Damage dealt by tentacles now scales with time as well, increasing their strength by 15% every second they are active. A final burst of true damage is created when the ability finishes.

    Keep its raw damage and do this, but let the strength of active attacks per second scale off Duration. 

  6. 10 hours ago, LascarCapable said:

    Elude only operates when you don't attack, which is something that goes against the spirit of the game. I suggest to lower the evade angle by 80% instead of outright cancelling it when you attack so attacking still makes you vulnerable, but you're still allowed to take risks.

    His Elude should have been an ability that allows the Frame a % chance to evade projectiles or physical attacks rather then being unable to attack to Evade damage, or even give it a health regeneration ability based % of Strength mods. When I played Kuva Lich with him, he got shredded with Adaptation & 324% Strength. Also, I think reducing the evade angle is a good idea as well. 

    10 hours ago, LascarCapable said:

    Serene Storm takes a bit too much time to pop out. I think it could use to be summoned a bit faster.

    I agree. The fact that a fourth ability takes this long to generate and deal horrendous damage needs to be looked at. Impact is horrible & it's presence effects many classes that have this as a primary status in a bad way; Atlas, Grendel, Baruuk, etc. Activating this ability when ever and having its damage increase and build upon activity length would be nice. Change impact to maybe slash and viral. 

    10 hours ago, LascarCapable said:

    It would be lovely to be able to manually toss the daggers from Desolate Hands.

    Instead of seeking out an ally and placing 1 dagger at a time, It would be nice to just give them the full amount needed. Also, take away blast and add slash damage with a multiplayer crit/crit damage. If you hold onto the ability it manually tosses all daggers at said mob, would be cool. 

  7. 9 hours ago, (PS4)Hopper_Orouk said:

    Wasn't these buffs enough?

    If you're talking about the current buffs added to Grendel through patches, no and if that's considered enough.... I hate to see what they're going to do to newer frames. Grendel's kit revolves around having mobs inside your belly, yet you're being punished for it. Look at Vauban's Rework, Atlas still bad (Impact/Squishy), other frames need updated fixtures to old animations. Holding abilities that could have been added to the tap ability rather then punishing the frame modding for natural talent for decrease casting time when in fact a useful mod could have been used (Augment). Stretched kits that could have been combined into other abilities leaving room for potential abilities that could benefit the frame or party (Vauban). Annoying impact (Barruk / Atlas / Grednel, etc.) that is hurting the abilities more than helping the Frame(s). Frames do more for less and it becomes punishing while other frames do less for more with almost similar kits and it's more rewarding. Took away Limbo's 4th AoE damage but we still have map clearing frames. Talked about not using AI to work for you yet we have Khora/Octavia/Umbra Excal/Wisp, etc. Exilus slots added to weapons when we needed augment slots that could be added to Warframes since some are dependent on those augments limiting "fun" builds; Hydriod, etc. etc. etc. 

    • Like 1
  8. Looks like Grendel is put on hold in terms of fixing. Energy is horrid, 2nd ability has no changes and becomes punishing, 1st ability and 3rd should have been combined, and his 4th is by far the worst 4th ability in the game. He still has impact and it hits like a wet noodle. 2nd ability has no type of health regeneration. He still has... 90 shield? I suggest before releasing a Warframe it be played without cheats on, and in the testing area on 130 mobs. 

    • Like 1
  9. 27 minutes ago, Colyeses said:

    No, I'm using 169% strength without overdrive. Flechettes still crit for 1K on level 100 grineer. These things remain relevant for pretty much all content. Having four of them just allows you to utterly crush one area or solidly lock down two. Lower levels or squishier enemies means you can lock down more areas. Again, I don't know what it is or how it works, but the Flechettes do way more damage than just the power strength + overdrive calculation. 

     

    Not sure what it is, but from my usage what I wrote above are the numbers I got. It may be broken, who knows. 

    28 minutes ago, Colyeses said:

    You -really- do not need everything. Flechette can just be dropped into chokepoints to prevent enemies from getting close to the target. If enemies move in through two spots, just drop two Flechettes on either spot and you're done. Vortex isn't needed, Tethers aren't really needed, Vector pad is entirely without use. 

    Now, I do have a somewhat energy heavy build with Zenurik + Energize, but I've not had any real energy issues with him. And that's on just Streamline.

    This depends on the level of Defense, as I wrote above. Plus, you're using just 1/9 abilities for said content that alone tells you about his other abilities. Since Defense has no time limit, of course Flechette Orb works at check points, but that would be another Survival AFK. What I wrote is the process of using almost all his abilities, given that's what DE wants. Sadly in survival after 30-40 minutes Flechette Orb will take longer to kill, alone, unless you're using other abilities and weapons

    37 minutes ago, Colyeses said:

    You -really- do not need everything. Flechette can just be dropped into chokepoints to prevent enemies from getting close to the target. If enemies move in through two spots, just drop two Flechettes on either spot and you're done. Vortex isn't needed, Tethers aren't really needed, Vector pad is entirely without use. 

    Now, I do have a somewhat energy heavy build with Zenurik + Energize, but I've not had any real energy issues with him. And that's on just Streamline.

    Let it be 1-4 it's still tedious work for what another frame does for 1 ability.

    37 minutes ago, Colyeses said:

    Run Rejuvenation. It's a small amount of HP regen, but on armour based frames, that small amount becomes valuable. And with Bastille's armour buff, Vauban does become an armour frame.

    Yes, along with Quick Thinking, and Rage/Hunter still limiting him to builds. The Bastille armor buff works if you can survive enemy damage trying to get them into Bastille, wait for the buff, and drop tether. Plus the duration is very low for the buff. Having Quick Thinking still has a higher chance or draining energy leaving you starved, but chances of Survival is high. 

    41 minutes ago, Colyeses said:

    Run Rejuvenation. It's a small amount of HP regen, but on armour based frames, that small amount becomes valuable. And with Bastille's armour buff, Vauban does become an armour frame.

    Actually I'm not talking about Inaros and Saryn. I'm aiming to Wisp, Frost, Limbo, Khora, Octavia, etc. I explained Khora and Octavia in my previous posts. 

    43 minutes ago, Colyeses said:

    What Vauban actually needs...

    1) Tether coil needs to simply teleport the two enemies farthest from it onto itself every 3 seconds. The pull system isn't working due to a new elasticity format not providing sufficient pull, and since it remains attached to the enemy, it has trouble synergising with Bastille. If it simply teleported enemies to itself, it'd snag them into Bastille, which works to augment its range.

    2) Minelayer needs a control scheme improvement. Either Vector pad gets deleted and Minelayer turns into a toggle that replaces 1, 3 and 4, or Minelayer becomes a sort of drop-down menu. Press 2, then 1 to immediately drop a tether. 2, 2 again for Flechette, 2, 3 for Vector, 2, 4 for Overdriver. This allows quicker and more controlled deployment of the full arsenal.

    2a) If the second control scheme is adopted, Vector pad needs to be replaced by a useful ability or reworked.

    3) Bastille's armour buff duration needs to be doubled. It is too short for its conditional nature.

    In spite of all of this, however, Vauban is doing a lot of work. He's squishy, yes, but Bastille does counter that. While he has no big map-wipe, the Flechettes, if placed well, do an awful lot of work. Tesla Banked Nervos are a fantastic DPS booster, and he's still got the awesome control he's always had. Altogether, he is much more of a force to be reckoned with and I feel comfortable bringing him onto just about any mission.

    I rather not have teleportation for the Tether Coil. Minelayer still seems to have problem being a stretched kit even with a different cycle setup. I agree on Bastille Armor, and would like it to have 20% reflection of enemy attacks for a 4th ability. The other things, I already wrote about it, but if it works for you, "shrug". 

  10. 48 minutes ago, Colyeses said:

    They -do- deal a ton of damage. There's some kind of hidden component of their damage calculations, like they take on one of your weapon's mods, but their needles still do 1K per hit on 140 corrupted heavy gunners, while still oneshotting lvl 60 grineer on a crit. Yes, your weapons are stronger, as all weapons are compared to abilities, but that is the beauty of Flechettes: you can use both at the same time. And Flechettes + gun is always better than just your gun. 

    Seriously, Flechettes have become one of the strongest tools in the game somehow. Conditional, sure, but a serious powerhouse.

    If you're stacking 4 Flechette Orbs in one spot, yes they will do a good damage. At 183% Strength plus 25% from growing power, and 45% form Overdrive Flechette does 2.1k damage; about. As enemy level increases, the damage remain the same meaning enemies will start walking past them with strong defenses making the Orbs ineffective at higher levels. Flechette is decent to an extent. 

    1 hour ago, Colyeses said:

    That is good, though. We have other frames for mobile cc, and Vauban doesn't need to be changed into them. Instead, he specialises in locking down multiple areas, off-handed. This makes him a really strong pick for interception, defense, mobile defense, even survival! Not every frame needs to be an exterminate speedrunner. 

    From what I understand, the rework was to build Vauban up to Warframes current "fast" pace style. If you look at his kit there isn't much movement beside Nervos and the Speed Pad. The rest of his kit remains slow pace, stationary, and setup cycled version as the old kit. Interception, yes just drop Flechette Orb. For Defense drop Fletchette Orb, Overdrive, Bastille, Tehter Coil, Vortex, Speed pad, and refresh, while Khora drops her dome. As levels get higher your energy becomes effected especially if you're running Quick Thinking due to his lack of survival skills. On top of that, you have to refresh a 100 energy ability to keep armor (70 energy at 130 Efficiency), and tether coils while rolling around because you have nothing to heal you unless you use health restore. Mobile Defense, drop Flechette Orb around tunnels or mobbed spawn areas. But, Flechette Orb becomes limited because at higher level content, including mobile defense. Vauban has to setup Bastille, drop 4-6 Tether Coil, maybe 2-3 Flechette Orb, Overdrive, and dodge around to avoid a one shot from a 50+ ranged mob. Once he dies, he has to set that up again defending a nod on top of energy drain from Quick Thinking and spamming cycled abilities. Remember, there are frames that do less and reward more compared to Vaubans stretched out kit. 

    1 hour ago, Colyeses said:

    There's hardly any frames that make their abilities feel as reliable and solid as new Vauban's. He rocketed up from the worst frame in the game to my new absolute favourite. He's a very solid pick who needs just a bit more polish.

    I'm glad you view him as your favorite with the current rework, but if you have Frames that can do what Vauban can do with 1-2 abilities from his whole kit and live with better reduction or supportive abilities. Vauban is my most used Warframe. His 1 and 2 needs to be reworked. I would say change his 3 to 4 and 4 to 3 increasing the scaling of Photon Strike for more energy since that's the only ability that has really good synergy with Vortex or other frame group stacking. 

    1 hour ago, Colyeses said:

    How would that even be possible, now that he has one full additional ability, and minelayer was really harshly buffed? Or did you think old minelayer had literally any good tool in it?

    To be honest, both Minelayers aren't good. Overdrive buffing "1" player is horrible, and the chances it even hits an ally is 50/50. That could have been a Nervos group buff as long as Nervos remains out. Flechette Orb could have been added into Nervos instead of the status stun. Tether Coil could have been an Augement for Bastille. Speed Pad could have been added into Nervos as a group wide Buff or into the new 2nd ability that could have been more supportive adding a new survival kit for Vauban and allies. Wisps Reservoirs should have been Vauban's Minelayer.

  11. I'm not going to venture deep into this, since it's a Feedback thread, but if you perform the same type of response/energy;

    On 2019-11-23 at 8:31 PM, Flying_Scorpion said:

    He's fine. Please don't cave in to the complaints about this and that.

    obviously you'll get the same type of energy back. A lot of what people have pointed out about Vauban has been said during the live stream when showing off his abilities, and before the rework till now. They (Devs) wanted us to write out the Feedback once he (Vauban) was released, but we all already knew after seeing it on stream it wasn't going to be great. So, to ask Devs not to cave in on what we got from Vauban's rework is disrespectful especially after writing this; 

    4 hours ago, Flying_Scorpion said:

    I just want to take a moment to appreciate your thoughtful, respectful, and well written reply. We need more of that on this forum. We need more people to follow examples like this when disagreeing with one another.

    I think this may have been direct at my post responding to yours, but I saw no disrespect there, but everyone takes Feedback differently, I guess. However, moving on. If you want to discuss this more, I'm willing to do so though in-game message.

  12. 23 hours ago, Flying_Scorpion said:

    Not sure if you guys are still reading this thread for feedback, but I've finally spent several hours playing as Vauban and he seems fine. He does a ton of damage, he has good CC and utility. The only thing is he is pretty squishy. I know you can improve his survivaibility by gaining 1,000 armor by standing inside bastille, and you have 10 seconds to recast bastille to maintain the buff, so that's alright. Just a bit tricky sometimes.

    In regards to some feedback I've seen from other players - the animation speed was fine before. I don't think you needed to speed it up. But whatever, you've done it now, so I can understand if you're hesitant to bring it back to the slower animation speed.

    I have seen a lot of people complain about his damage, especially the little spike balls. Those things do a TON of damage. I don't know why people are complaining about it. I just finished a mission where someone magnetized the lich, I dropped a few of those spikey ball things near it and the lich was covered in so many darts that it looked like pinhead.

    Image result for pinhead"

    I came out with over 60% of the teams damage and the vast majority of my damage was done with abilities. 

    He DESTROYS infested. Just drop the vortex and throw some little spikey balls into there. Boom, instant meat-grinder. You can even have 4 going all at once to cover 4 different entrances. 

     

    He's fine. Please don't cave in to the complaints about this and that. The only thing I see being a weakness with him is his survivability - holy smokes he can go down fast. I ran some arbitrations with him and went down surprisingly quick sometimes. But then again I'm accustomed to playing super tanky frames.. I think it's a fine tradeoff. Anyway, that's my 2 cents on the Vauban rework. I haven't touched Grendel because I don't think it's worth my time investment to build anymore warframes unless they are primed variants. 

    *edit* oh yeah one more thing. His speed boost ability has been super "meh" to me but I think that's okay. It's okay to have a weak ability on a frame that has so many other good abilities. I mean you guys wrapped ...what 8 different abilities into him? He's fine. Having 1 ability that's just for the memes when you have 7 other serviceable abilities seems fair to me.

    The Flechette Orb(s) do not do a ton of damage, unless you're farming level 10-20s. And if that's the case, an unmodded pistol will be best for faster clear. Mesa 4 does a TON of damage. At 50+ you begin to see the Orbs down fall as the damage slowly trickles even with damage boost; once again exposing another weakness with his ability. Yes it will do maybe 2.1k damage per needle, but it doesn't scale, even with the 25% passive. Also, once an Infested Ancient is on the field, Flechette Orb will do 1-10 damage. With his Engineer "theme" he could have adapted his abilities to that defense..... maybe not.

    He is NOT fine. His kit is exposed in lich runs. There is a frame, Khora, who can hold down a room with the tap of a button, do more damage with her Strangledome, and it does more cc with less work than 5 of Vauban's abilities (Nervos, Flechette Orb, Bastille, Speed Pad on enemies and Tether Coil). This gives her the "freedom" to engage in combat, instead of spending more time setting up, positioning abilities and cycling through them before you have to refresh it again. On top of dealing with a horrible Overdrive throw design, a meme ability that you're clearly fine with, and junky Nervos that cc mobs for 20 damage randomly from afar. Don't forget tether doesn't grab enemies well like Khora's cage, but he is an .... engineer frame? 

    The current kit has similar problems to the old. Instead of going that mobile cc route, he remains stationary. Bastille is "effective" when enemies are held for stripping armor and gaining its buff, but, without any type of damage reduction or healing he gets one shotted by a level 2 ranged mob waiting for the armor to scale, and that's it. For a 100 power ability, it's weak and an actual nerf compared to the old spam survive. Don't get me wrong armor strip is wonderful, but useless nothing is inside, and Vauban dies before the armor is completely gone from the enemy making the ability useless. Limbo and Frost still outshines Vauban on Nod Defense. Don't forget that you have to spend more time and energy to set up multiple Tether Coils (2 mobs pulled max) in order to grab ranged mobs, too. Once again a 1 tap ability from Khora makes things smooth and more effective. His Nervos, buff with high Ability Strength and Overdrive, is completely useless. It's actually an annoyance rather than a helpful ability, since it goes out and randomly searches for enemies, while dealing 20 damage per shock with no scaling and no synergy to other abilities; making it useless for stationary and mobile defense. Octavia's Resonator deals more damage, better AI design, and scales. For the augment to work, you have to follow the Nervos and kill mobs held, but you also forgot how weak he is to low - high levels, so getting a kill is a lot more annoying compared to a sim room for testing on stationary targets. Should have been a rolling turret with scaling damage (I wrote some things about this in this forum about combining abilities into others giving his kit more room), but they, "Devs", didn't want the AI to work for you yet we have Octavia's abilities, Khora's pet, the new Wukong AI rework, Umbra Ex, etc. But hey, fun frame.

    So, if you had problems with the old kit and think this is good, lawd half mercury. Yes he got new abilities, but he is still weak defensively, spam overdrive to buff a single player when in fact you have to spam it to actually hit that player instead of their pet. But, Wisp and Octavia use 1 ability to buff the WHOLE team. Once again making Vauban work harder for 20% base damage ability that doesn't refresh? Remember, you have to cycle through to use it??? Iron-man kit is way better than Vauban's. You have to run and throw speed pad in front of you, though I don't use it and just bullet jump, just to go.... fast? You have Wisp drop her Haste Reservoir that last longer and is less tedious PLUS you gain other buffs that will keep you alive while on the move or stationary.... but Vauban...?????? I don't get it. Even if the pad were to move enemies forward or away, just get Khora to fill all this work with more reward. So basically we got a useless troll meme ability that could have went to something useful, but is except-able? To be honest, it seems Octavia is more of an Engineer frame than Vauban. All in all his kit has no survivability, still remains stationary, too many similarities to the old, abilities are stretched out making his kit entirely tedious for less reward rather than combing them to other abilities, abilities offer punishment rather than reward, lacks mobility (Rework was suppose to fix that, but I guess that's what Speed pad was for?), lacks synergy, abilities offer less reward for more time used for ability placement compared to other frames whose ability do more for less, scaling damage is horrendous, Bastille for a 4th still provides less, augments are horrible, and I'm sure others can point out what I'm missing. 2.5/10 rework, this is (Yoda).

  13. On 2019-11-01 at 1:50 AM, Mardomus said:

    I have a lot of problems with Vauban and couple of likes. 

    Like: 

    1). The combination of his Vortex and Bastille.

    2). The Photon strike. (Augment should increase the ability damage.)

    Dislikes:

    1). His Bastille buff is weak due to the ramp up time for the buff to be effective, and by the time that happens, Vauban is dead, unless you mod Quick Thinking. I Suggest Bastille reflect 20% of the damage enemies inflict back at the attacker, while keeping its current armor stripping/buff (Below in minelayer, I will discuss a support setup that will help with Bastille buff). I also suggest having the Augment for Bastille change to what "Tether Coil" currently is. This would give similarities to Khora's Strangledome, but we already have that in his current kit, except Vauban has to spend more energy and utilize time for placement and refreshments for both. 

    2). Minelayer drains too much time and energy, therefore, making it a useless kit.

    • Tether Coil: has a max of grabbing "two" mobs, so basically you'll have to spam (waste time and energy) for the ability to become effect. Khoras' ability Strangledome does what Vaubans' Coil/Bastille abilities can do, but better. It can pull in a lot of mobs tossing them around and deal a lot of damage, while Vauban has to work harder for less. This was the same problem with the previous Minelayer and Vauban design. Setting up, and wasting energy for an ability that is lacking compared to other frames whose abilities do better, with less effort more reward. I already suggest above having Tether Coil be an augment for Bastille, and remove it from Minelayer. 
    • Flethette Orb: doesn't do much damage unless there are low levels, CC'ed or unless you Mod for Power Strength and that alone will put Vauban in horrible state, because he has nothing to keep him alive. This, at least, could have been an ability that would keep Vauban alive. To me, it is useless, and it doesn't serve purpose except afk kill, and that is boring. My unmodded pistol does more damage, so that tells me not to use this ability, at all. It holds down a room, to an extent, yes, but now you have to switch to other abilities, while refreshing others, etc. Instead of completely getting rid of this ability, why not take Flechette Orb out of Minelayer and add that damage design to Nervos. I will write more about this below under Tesla Nervos.
    • Vector Pad: I don't see anything cool or fun about it. All I see if an upgraded version of another troll ability that's taking a spot for a cool creative "Engineering" ability. This ability could be designed similar to Wisp's "Haste Mote". I will write more about this below.
    • Overdrive: Its a Meh ability. Correct me if I'm wrong, but doesn't the tank Grendel have a much stronger version of the Engineers' ability? Its decent, but it doesn't refresh the time on it, which it should, and it's junky when using it on yourself and others. I suggest taking this ability out and moving it to Tesla Nervos. I'll write more about it there.

    Minelayer is still as useless ability that holds a similar kit to the old. Wisps' Reservoirs provides HP and healing, Speed, and cc enemies close the person who has the buff. Even Octavias' Metronome provides cool support buffs. What happened to the Engineered Minelayer? I suggest it gets scrapped and give Vauban a support/survival setup, like Octavia's Metronome or Wisp's Reservoirs. But, turn that into different types of Nervo's rolling and latching onto nearby allies, including yourself, similar to Clem. It should provide all buffs, not cycled, such as Heals Per Second/Energy Per Second/Speed (Speed boost Pad)/damage reduction. Adding some of the current Minelayer abilities into others will give his 2nd ability room to build around his survivability, while supporting his teammates. It also reduces the amount of time refreshing abilities, or not using 3/4 of them because they are useless 90% of spending time cycling threw them. 

    3. Tesla Nervos goes all over the place. It went across the map CCing mobs, while other mobs were running loose close by tearing my hp up. I wont use this ability If i'm "stationary" because it holds mobs far away or behind obstacles, and, once again, Vauban is too weak when dealing with 50+ mobs to be running around killing the CC'ed ones. The proc should have been 100% considering the lack of survivability Vauban has when he's on the move. They should also stick close to him while he's on the move. The augment is useless, too. Did they reduce the damage? I suggest taking away the static shock effect and give Nervos the ability to scan enemies weakness, by allowing Nervos to deal status damage based on that targets defense. The damage design of Flechette Orb (Puncture & added Slash) should take the Electric shock place by having it shooting rounds or nails, not in 360 angel, at enemies (Secondary weapon mods should work with this ability, like how melee mods work with Atlas 1st ability). Nervos should stay next to Vauban, or roll few distance away popping open shooting at enemies or turn into a turret when an enemy is near dealing "x" damage, and closes if enemy dies or follow Vauban if he's moving further away to "x" location. I suggest Nervos to be permanent, so that it doesn't die quickly from higher levels. Not sure how other would like this, so you could hold it down to dismiss the ability if others are against it. 4 can be placed maxed with a 1 tap rather then holding it down. Also, you can take Overdrive and apply that 25% base damage (Should be more) as a group buff as long as Nervos is out, and that buff will increase by "x" of Ability Strength. 

    In conclusion, Vauban is still the stationary Frame he was instead of the mobile look he was suppose to be. He did get new abilities that are useful such as his Phroton Strike, Bastille/Vortex combo and Overdrive, but he still lacks mobility. He lacks survivability on the move. He still wasting time and energy setting up a defense that other frames do better with far less work and energy put into it. Its hard to build him the way you want, because most of the mods go to surviving rather then building up other abilities. Octavia and Wisp provide more in terms of buffing and Khora in CCing without the use of 4-6 abilities. He still needs a lot of work. Not surprised, instead sad. 

     

    I did an update about Vauban's rework. Let me know what you think. 

  14. 1 minute ago, EinheriarJudith said:

    they should have never done this.

    Its decent, because the mobs die too fast inside his belly when you're jumping against lower level mobs, until that mob(s) level is at least 50+ and can survive 2-3 jumps. But we still have to deal with a 2.5 Energy drain (Streamline & Fleeting Expertise) from his 4th, which wouldn't be bad IF they actually fix his energy drain from Feast and his buffs from Nourish. 

  15. Saw the new changes to Grendel, and I curious as to why Feast continues to drain a lot of energy after a couple of seconds per mob? It still defeats the purpose of his Passive, and limits him to certain amount of mobs inside his body to use his other kit. How come Nourish isn't an all used skill and we still have to look for 3 types of mobs... for a buff? Plus, we still have a weak healing ability? I would like some Regen along side the other 3 buffs he get, too. Finally damage scaling to Regurgitate, but we can't even store enemies inside his stomach long enough to use later, so its basically use on capture type ability.... The Pulverize energy drain is a decent idea, but the problem still remains is that its still an impact damage and the damage is bad for a 4th ability. To improve his other abilities, you have to actually fix the core, which is his horrible energy drain. 

  16. 7 hours ago, schilds said:

    As I said before this rework - at least I think I said it, maybe I just said it inside my head - people don't realise just how good Vortex is. So why isn't/wasn't Vauban used? That's because

    a) You have to wait for enemies to fall into a Vortex when you can simply go around disintegrating roomfuls of enemies with melee or AoE.

    b) He's squishy.

    c) Khora.

    Don't forget about Octavia.

  17. On 2019-11-01 at 10:14 AM, Mardomus said:

    Whew. Here we go, again; 

    Passive: needs a buff.

    Feast: over time energy drain needs to go. This doesn't show on the tool tip how much the energy drain is multiplied per second. This defeats the purpose of his Passive. Also, shouldn't he get some type of HP regen while the mobs are inside?

    Nourish: is decent, but I rather have all 3 buffs active on one chew. The health received should be increased, and he should be able to one shot mobs inside to consume buffs/health/Regen (If possible), and a new buff should be added for Health Regeneration.

    Regurgitate: damage is very weak, and it didn't do a good AoE splash as presented on the video, unless its bugged.

    Pulverize: damage to enemies 40+ is weak unmodded. I'm not a fan of the knock back impact and I don't think this ability scales, does it? I don't like the fact that when I hit a mob rolling, I get knock back as well. I found this quite annoying, especially considering its controlling nature. 

     

    Suggested Changes

    Passive:

    His Passive isn't really a passive when you're already lacking energy sufficiency overtime with just 1 mob inside (50 Armor). How would gaining armor help if two or more mobs inside are burning through his energy overtime exposing him to no energy, becoming very squishy, and unable to use the rest of his kit effectively. Nourished Energy doesn't even work well, even with Rage or Hunter Adrenaline added. To add off, you still have to find said mob in order to even gain the Nourished Energy buff. To help maximize his passive, I suggest a stacking armor buff (50 per stack) from 1-10 or 1-15 for "an" enemy (doesn't increase with more enemies) inside and as long as that enemy or as long as an enemy is inside his belly the buff remains and has a 15 second timer when no enemy is left, and refreshes if you feast while there is still time left. Also, upon different types of enemies consumed, Grendel gains a Food buff that allows him to modify consumed enemies to that specific weakened type of status; For Example Viral for Infested, Corrosive for shields, Magnetic, etc. This will allow Grendel to be versatile to all types of mobs.

    Feast:

    Feast at the moment is HIGHLY broken making Grendel limited to kit usage, because of the overtime energy drain from a mob(s) inside his belly for "x" amount of time or "x" amount of mobs stored. I suggest taking away the punishing energy drain and have the ability drain energy by default of 1.5 with any amount of mobs inside his belly (fixed with Efficiency down to the lowest .38 energy per second) and not have "x" amount of mobs or time effect that/the drain. I leave one Mob in my belly for keep sake and it takes me down to zero with a .38 Drain/Second. That's ridiculous. This makes his gameplay more punishing then enjoyable. For example: I go into a mission and only grab one mob, since the energy drain overtime is viscous, and consume that mobs' buff. I'm unwilling to search for a range or melee, because most waves have more ranged than melee, also depends on the mission type, therefore, it limits which buffs I can use for that current situation. After receiving that buff I would grab another mob and keep it inside, because, as I wrote above, more mobs are punishing. I would have to choose to use it to refresh a random or said Nourish buff, or choose out of the two lacking damage abilities to help clear mobs. 

    Nourish:

    The current design of Nourish is punishing. To find an enemy that works around the consumed buff limits Grendels' Nourish ability and its potential. I suggest when he consumes an enemy (1 shot 1 kill)  all buffs become active. The search bar is too small to find and swap to a certain buff, and, as I wrote above, trying to find said enemy for a specific buff is punishing, so it makes it less frustrating and more rewarding when all buffs can be activated on a single consumption. It drains less energy and gives wiggle room for other stored mobs to be used with other abilities within his kit. I also suggest to increase the effects of Nourished Energy and add another buff. Before I get into that buff, I would suggest taking away his 75 shield and convert that into more Health and add 100 to 150 more energy. The other buff should be Nourished Flesh and this should be a heal regeneration buff at a "x" % of Ability Strength (Similar to Wisp Regeneration Healing). For example: Grendel gains 40 Health per Second (Default or can be changed) for the consumed flesh for the default duration of 25 seconds. This will fix his Health problems (Nidus and Inaros have interesting healing abilities, especially Nidus Regeneration, for tanks that have no shields, or barely no shield in Grendel's case). Also, when an enemy is consumed, Grendel still gets healed, though that healing buff should be doubled. Upon consumption, he also gains a 3 staking health pool of 180% health (630 health) for the duration of nourish and this can be refreshed when a new enemy is consumed and cleared when the duration ends; this can be known as feasting. This will fix the cycling problem of Nourish buffs, add more healing into his kit, and rewards players with buffs rather then searching for them from said mob limiting his kit.

    Regurgitate:

    This ability is very weak and lacks a lot on the damage side, even with the damage buff from Nourish. I suggest a damage increase (scaling on amount of mobs effected by the AoE or how many stored within his body and throwing 3 at once increase the damage/status), and enemies thrown out of Grendels' body be covered in corrosive or  gas; I wrote this above when talking about his Passive to certain enemy weakened status upon consumption. Upon ground contact a corrosive or gas patch is left on the ground, and/or if it hits an enemy a cloud of said status will deal damage in that area, and last for 4 -8 seconds.

    Pulverize:

    This ability also lacks damage. I suggest taking away the knock back and impact, instead, have mobs get stuck onto Pulverize dealing gas and/or corrosive damage (I wrote this above when talking about his Passive to certain enemy weakened status upon consumption), scaling per second from rolling or time stuck on Pulverize. Also, allies are able to hit/shoot enemies stuck on Pulverize. When hitting a wall or slamming a ground, Pulverize should add some type of status damage based on that consumed enemy type on that area impacted area. When he exits rolling phase, there should be a large cloud of gas, corrosive, etc. status damage around him for 4-8 seconds. I believe this would fix the annoying knock back issue when hitting an enemy(s) and knocking them back chasing after them and adding some scaling status damage beside impact and knock back. 

     

    Conclusion:

    To me, it feels like he is lacking on the energy side. My thought of playing this Frame was to capture enemies, use their bodies as a buff and source of survival and damage, instead, its very energy consuming over time, lacks damage, healing is too low, and capture said mob to get said buffs has him run around to find said mobs just to get said buff leaves him useless when needing said buff for certain occasions. As of right now, I'd give him a 3.5/10. He's still in Beta Access.

    Hello, I fixed my post on Grendel and will continue there to update if need be. Let me know what you think of the new ideas I wrote. Thanks!

    • Like 1
  18. Whew. Here we go, again; 

    Passive: needs a buff.

    Feast: over time energy drain needs to go. This doesn't show on the tool tip how much the energy drain is multiplied per second. This defeats the purpose of his Passive. Also, shouldn't he get some type of HP regen while the mobs are inside?

    Nourish: is decent, but I rather have all 3 buffs active on one chew. The health received should be increased, and he should be able to one shot mobs inside to consume buffs/health/Regen (If possible), and a new buff should be added for Health Regeneration.

    Regurgitate: damage is very weak, and it didn't do a good AoE splash as presented on the video, unless its bugged.

    Pulverize: damage to enemies 40+ is weak unmodded. I'm not a fan of the knock back impact and I don't think this ability scales, does it? I don't like the fact that when I hit a mob rolling, I get knock back as well. I found this quite annoying, especially considering its controlling nature. 

     

    Suggested Changes

    Passive:

    His Passive isn't really a passive when you're already lacking energy sufficiency overtime with just 1 mob inside (50 Armor). How would gaining armor help if two or more mobs inside are burning through his energy overtime exposing him to no energy, becoming very squishy, and unable to use the rest of his kit effectively. Nourished Energy doesn't even work well, even with Rage or Hunter Adrenaline added. To add off, you still have to find said mob in order to even gain the Nourished Energy buff. To help maximize his passive, I suggest a stacking armor buff (50 per stack) from 1-10 or 1-15 for "an" enemy (doesn't increase with more enemies) inside and as long as that enemy or as long as an enemy is inside his belly the buff remains and has a 15 second timer when no enemy is left, and refreshes if you feast while there is still time left. Also, upon different types of enemies consumed, Grendel gains a Food buff that allows him to modify consumed enemies to that specific weakened type of status; For Example Viral for Infested, Corrosive for shields, Magnetic, etc. This will allow Grendel to be versatile to all types of mobs.

    Feast:

    Feast at the moment is HIGHLY broken making Grendel limited to kit usage, because of the overtime energy drain from a mob(s) inside his belly for "x" amount of time or "x" amount of mobs stored. I suggest taking away the punishing energy drain and have the ability drain energy by default of 1.5 with any amount of mobs inside his belly (fixed with Efficiency down to the lowest .38 energy per second) and not have "x" amount of mobs or time effect that/the drain. I leave one Mob in my belly for keep sake and it takes me down to zero with a .38 Drain/Second. That's ridiculous. This makes his gameplay more punishing then enjoyable. For example: I go into a mission and only grab one mob, since the energy drain overtime is viscous, and consume that mobs' buff. I'm unwilling to search for a range or melee, because most waves have more ranged than melee, also depends on the mission type, therefore, it limits which buffs I can use for that current situation. After receiving that buff I would grab another mob and keep it inside, because, as I wrote above, more mobs are punishing. I would have to choose to use it to refresh a random or said Nourish buff, or choose out of the two lacking damage abilities to help clear mobs. 

    Nourish:

    The current design of Nourish is punishing. To find an enemy that works around the consumed buff limits Grendels' Nourish ability and its potential. I suggest when he consumes an enemy (1 shot 1 kill)  all buffs become active. The search bar is too small to find and swap to a certain buff, and, as I wrote above, trying to find said enemy for a specific buff is punishing, so it makes it less frustrating and more rewarding when all buffs can be activated on a single consumption. It drains less energy and gives wiggle room for other stored mobs to be used with other abilities within his kit. I also suggest to increase the effects of Nourished Energy and add another buff. Before I get into that buff, I would suggest taking away his 75 shield and convert that into more Health and add 100 to 150 more energy. The other buff should be Nourished Flesh and this should be a heal regeneration buff at a "x" % of Ability Strength (Similar to Wisp Regeneration Healing). For example: Grendel gains 40 Health per Second (Default or can be changed) for the consumed flesh for the default duration of 25 seconds. This will fix his Health problems (Nidus and Inaros have interesting healing abilities, especially Nidus Regeneration, for tanks that have no shields, or barely no shield in Grendel's case). Also, when an enemy is consumed, Grendel still gets healed, though that healing buff should be doubled. Upon consumption, he also gains a 3 staking health pool of 180% health (630 health) for the duration of nourish and this can be refreshed when a new enemy is consumed and cleared when the duration ends; this can be known as feasting. This will fix the cycling problem of Nourish buffs, add more healing into his kit, and rewards players with buffs rather then searching for them from said mob limiting his kit.

    Regurgitate:

    This ability is very weak and lacks a lot on the damage side, even with the damage buff from Nourish. I suggest a damage increase (scaling on amount of mobs effected by the AoE or how many stored within his body and throwing 3 at once increase the damage/status), and enemies thrown out of Grendels' body be covered in corrosive or  gas; I wrote this above when talking about his Passive to certain enemy weakened status upon consumption. Upon ground contact a corrosive or gas patch is left on the ground, and/or if it hits an enemy a cloud of said status will deal damage in that area, and last for 4 -8 seconds.

    Pulverize:

    This ability also lacks damage. I suggest taking away the knock back and impact, instead, have mobs get stuck onto Pulverize dealing gas and/or corrosive damage (I wrote this above when talking about his Passive to certain enemy weakened status upon consumption), scaling per second from rolling or time stuck on Pulverize. Also, allies are able to hit/shoot enemies stuck on Pulverize. When hitting a wall or slamming a ground, Pulverize should add some type of status damage based on that consumed enemy type on that area impacted area. When he exits rolling phase, there should be a large cloud of gas, corrosive, etc. status damage around him for 4-8 seconds. I believe this would fix the annoying knock back issue when hitting an enemy(s) and knocking them back chasing after them and adding some scaling status damage beside impact and knock back.

     

    Conclusion:

    To me, it feels like he is lacking on the energy side. My thought of playing this Frame was to capture enemies, use their bodies as a buff and source of survival and damage, instead, its very energy consuming over time, lacks damage, healing is too low, and capture said mob to get said buffs has him run around to find said mobs just to get said buff leaves him useless when needing said buff for certain occasions. As of right now, I'd give him a 3.5/10. He's still in Beta Access.

    • Like 4
  19. I have a lot of problems with Vauban and couple of likes. 

    Like: 

    1). The combination of his Vortex and Bastille.

    2). The Photon strike. (Augment should increase the ability damage.)

    Dislikes:

    1). His Bastille buff is weak due to the ramp up time for the buff to be effective, and by the time that happens, Vauban is dead, unless you mod Quick Thinking. I Suggest Bastille reflect 20% of the damage enemies inflict back at the attacker, while keeping its current armor stripping/buff (Below in minelayer, I will discuss a support setup that will help with Bastille buff). I also suggest having the Augment for Bastille change to what "Tether Coil" currently is. This would give similarities to Khora's Strangledome, but we already have that in his current kit, except Vauban has to spend more energy and utilize time for placement and refreshments for both. 

    2). Minelayer drains too much time and energy, therefore, making it a useless kit.

    • Tether Coil: has a max of grabbing "two" mobs, so basically you'll have to spam (waste time and energy) for the ability to become effect. Khoras' ability Strangledome does what Vaubans' Coil/Bastille abilities can do, but better. It can pull in a lot of mobs tossing them around and deal a lot of damage, while Vauban has to work harder for less. This was the same problem with the previous Minelayer and Vauban design. Setting up, and wasting energy for an ability that is lacking compared to other frames whose abilities do better, with less effort more reward. I already suggest above having Tether Coil be an augment for Bastille, and remove it from Minelayer. 
    • Flethette Orb: doesn't do much damage unless there are low levels, CC'ed or unless you Mod for Power Strength and that alone will put Vauban in horrible state, because he has nothing to keep him alive. This, at least, could have been an ability that would keep Vauban alive. To me, it is useless, and it doesn't serve purpose except afk kill, and that is boring. My unmodded pistol does more damage, so that tells me not to use this ability, at all. It holds down a room, to an extent, yes, but now you have to switch to other abilities, while refreshing others, etc. Instead of completely getting rid of this ability, why not take Flechette Orb out of Minelayer and add that damage design to Nervos. I will write more about this below under Tesla Nervos.
    • Vector Pad: I don't see anything cool or fun about it. All I see if an upgraded version of another troll ability that's taking a spot for a cool creative "Engineering" ability. This ability could be designed similar to Wisp's "Haste Mote". I will write more about this below.
    • Overdrive: Its a Meh ability. Correct me if I'm wrong, but doesn't the tank Grendel have a much stronger version of the Engineers' ability? Its decent, but it doesn't refresh the time on it, which it should, and it's junky when using it on yourself and others. I suggest taking this ability out and moving it to Tesla Nervos. I'll write more about it there.

    Minelayer is still as useless ability that holds a similar kit to the old. Wisps' Reservoirs provides HP and healing, Speed, and cc enemies close the person who has the buff. Even Octavias' Metronome provides cool support buffs. What happened to the Engineered Minelayer? I suggest it gets scrapped and give Vauban a support/survival setup, like Octavia's Metronome or Wisp's Reservoirs. But, turn that into different types of Nervo's rolling and latching onto nearby allies, including yourself, similar to Clem. It should provide all buffs, not cycled, such as Heals Per Second/Energy Per Second/Speed (Speed boost Pad)/damage reduction. Adding some of the current Minelayer abilities into others will give his 2nd ability room to build around his survivability, while supporting his teammates. It also reduces the amount of time refreshing abilities, or not using 3/4 of them because they are useless 90% of spending time cycling threw them. 

    3. Tesla Nervos goes all over the place. It went across the map CCing mobs, while other mobs were running loose close by tearing my hp up. I wont use this ability If i'm "stationary" because it holds mobs far away or behind obstacles, and, once again, Vauban is too weak when dealing with 50+ mobs to be running around killing the CC'ed ones. The proc should have been 100% considering the lack of survivability Vauban has when he's on the move. They should also stick close to him while he's on the move. The augment is useless, too. Did they reduce the damage? I suggest taking away the static shock effect and give Nervos the ability to scan enemies weakness, by allowing Nervos to deal status damage based on that targets defense. The damage design of Flechette Orb (Puncture & added Slash) should take the Electric shock place by having it shooting rounds or nails, not in 360 angel, at enemies (Secondary weapon mods should work with this ability, like how melee mods work with Atlas 1st ability). Nervos should stay next to Vauban, or roll few distance away popping open shooting at enemies or turn into a turret when an enemy is near dealing "x" damage, and closes if enemy dies or follow Vauban if he's moving further away to "x" location. I suggest Nervos to be permanent, so that it doesn't die quickly from higher levels. Not sure how other would like this, so you could hold it down to dismiss the ability if others are against it. 4 can be placed maxed with a 1 tap rather then holding it down. Also, you can take Overdrive and apply that 25% base damage (Should be more) as a group buff as long as Nervos is out, and that buff will increase by "x" of Ability Strength. 

    In conclusion, Vauban is still the stationary Frame he was instead of the mobile look he was suppose to be. He did get new abilities that are useful such as his Phroton Strike, Bastille/Vortex combo and Overdrive, but he still lacks mobility. He lacks survivability on the move. He still wasting time and energy setting up a defense that other frames do better with far less work and energy put into it. Its hard to build him the way you want, because most of the mods go to surviving rather then building up other abilities. Octavia and Wisp provide more in terms of buffing and Khora in CCing without the use of 4-6 abilities. He still needs a lot of work. Not surprised, instead sad. 

     

    • Like 3
  20. 20 minutes ago, WhiteMarker said:

    Why would it be a PROBLEM if the tesla stayed at an enemy? And why not just kill that enemy? What about this is a problem? Please explain this to me.

    I didn't read any more of your post, because you should just wait for the updates to drop. DE just showed how these new abilities worked. They basically said that they are still working on it. Just take Ember's new passive. They are still testing different ranges. It's safe to assume that it's to early for your questions.

    Well I already wrote the problem, but you already wrote that you didn't read the rest, so me writing more explaining would be a waste, but thanks for the response, I guess...... 😂

  21. Testa:

    The new "Tesla" ability seems to be more of a hinder, and I wish it was played more in survival or other areas to see how it plays out. Imagine playing survival, and the new Tesla attaches to a mob(s) and you have to move from point "A" to "C", and the Tesla remains on that mob(s). That could be a problem. I'm not sure if Tesla stays close to you within a certain range and moves with you if you're out of range. Also, how quick does it react to mobs in front or near you while moving. The rolling/attachment effect is awesome, but the delivery is lacking.

    Minelayer:

    I like the idea of "Sticky Mine" and it looks like it will work well with Bastille, Vortex, Nail AoE, and Tesla. Does range mods effect this?

    The "Nail AoE" should have a slash status as well and what is the status % of the Puncture, or am I mistaken and there is none? 

    The "Speed Boost Pad" is a worthless ability that's taking up a slot for a potential survival/support slot. That ability could have similar effects to Tesla by latching onto you or a friendly, like Clem or wisp, and providing buffs like Speed Boost (Rush %), Fire Rate, HP Regen, Energy, and/or Ammunition. This is such a bad ability. I don't know how you did wisp right, but got this wrong for Vauban.....

    The "Damage" boost is nice and it would be cool if it stacked if you're playing with a team. Also, will this ability be seen on the map by other players so they know what it is and look like?

    Orbital Strike:

    I was against this ability, because most don't scale. But, it does and that's awesome. I wish it did leave a little 4 Second AoE Radiation or Heat patch after the explosion that deals 10-15% of the damage it dealt, but if not its still a nice ability.

    Bastillex:

    I really like every single thing about this ability. The armor strip is nice, but how fast does it take to strip it and will Natural Talent work with it? The idea of having Vortex gather with other Vortex into one will work well for higher level mobs, especially when they're grouped. You can drop another Bastille to strip armor and Orbital Strike. This looks like the most interesting ability of them all. Also, I'm not sure if I heard, but does the team buff inside Bastille scale to the armor being stripped (Higher Armor Mobs), and does duration increase the armor you receive once Bastille is gone? 

    I don't like the animations for the 3rd and 4th ability. Will there be an option where we can choose what ability animations we want to use for each instead of completely taking out the old one? This could be a nice feature to add, too. Will Vauban get an energy increase? What will happen to his augments and how will they be beneficial to the new abilities, and will we get an augment for Minelayer? 

  22. 18 hours ago, XenMaster said:

    Decent self dps, great passively AI for defense and heal, good cc.

     

    Its like if Vauban have osprey sentinel with maximum overshield, tesla that scale with melee mods and the bastille/vortex being great cc.

    Actually, Wisp support should have been what Vuaban's 2 is and I doubt they'll do anything like that for Vauban Rework, which I'm kind of scared to see this Friday. 

×
×
  • Create New...