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(XBOX)Primlock

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Posts posted by (XBOX)Primlock

  1. On ‎2018‎-‎12‎-‎04 at 2:55 AM, BlachWolf said:

    Well I would like if they would increase the cap to 2.5k armor instead of 1.5k and make the drain based on dmg taken, like each dmg tick to your health removes 2 armor points.

    Agreed, except I think it'd be better to do just one or the other: 1) Either raise or remove the armor cap on rubble but keep the decay rate. Or 2) Alter armor decay to be based on damage received rather than time.

    That way Atlas still requires an active brawler-like playstyle but is also more effective and less tedious to manage.

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  2. Whoa this sounds fun! Almost overpowered, but really fun. I just don't agree with its synergy with Landslide because it sounds clunky and unnecessary. And I only think it might be overpowered because of its damage scaling with rubble stacks. It's a good idea, but if Atlas were also to have his rubble cap removed or increased (which I really hope it does) then it would mean excessive damage scaling for this change to Tectonics. Of course, there could just be a cap on the damage multiplier from rubble.

  3. On ‎2018‎-‎12‎-‎08 at 4:26 PM, (PS4)XxDarkyanxX said:

    But even if that's the case, I'm inclined to agree with OP for that one.
    The fact that it drops on its own while you have no enemies to kill with teammates around to murder everything makes it kind of a pain to play.

    It's interactive alright, but it's also pretty annoying on its own.
    You're "conditioned" to press 3 and petrify everything you see at any given moment in order to refill what you've lost by just standing still.
    Granted you're not forced to do so, but to get the best of your damage reduction you just kinda do it subconsciously and so every encounter turns into a 3+1 spamming fest.

    Doesn't help that the ability feels clunky, prevent weapon usage for a few and only affects a few selected enemies in sight with a broken undefined duration.
    Think it also stops status procs? I forgot.

    side note ; I'm aware that using your 4 drops 100 worth of armor at your feet, but it's still a terrible way to self-boost it, takes long to cast and sounds awful when you spam it.

    Anyway, that'd be a sweet little upgrade.
    Wouldn't make him any better than other frames with actually useful abilities but eh, one of these days....

    I like your thinking. But I think the purpose of the decay rate is to encourage a more active playstyle with Atlas (to go with the brawler theme) and to make his Petrify ability more relevant. However, that could all still be achieved if only the rubble armor cap were either removed completely or increased by 500 or so. Then it might be less annoying and make him more effective. Also, if his Rumblers could petrify enemies themselves and vacuum the rubble then that could really help.

    You're right btw, Petrify does pause status procs.

  4. These are some good ideas! Particularly, the two about rumblers being able to petrify and pick up rubble make a lot of sense. The command mode idea, though, sounds clunky to implement and doesn't quite suite Atlas' theme. Also, I would gladly forego adding a petrify effect in favor of removing the duration limit for Rumblers. That alone could improve the ability's effectiveness.

    But, to be honest, his final ability is really not what needs improving. To make his kit more desirable I think it'd be better to focus on improving his survivability. Atlas can be really tanky as he is, but I don't see the reasoning behind giving his rubble both a decay rate and a maximum armor cap. Why have both? I suppose DE wanted to make Atlas' play style very active and his passive mechanic feel like it has a kind of snowball effect -- the more you kill, the tougher you become -- but the same feel can be achieved without the armor cap. Imagine simply removing the armor cap but keeping the decay rate. There would still be real danger of losing his armor stacks at high level play as kills per second become an issue. Even just raising the cap to 2,000 instead of 1,500 could drastically improve his viability as a tankier warframe, but perhaps they're saving that change for his prime variant. Other than that, they could just increase his health a little. 

    Anyway, nice suggestions!

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