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Khazorius

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Posts posted by Khazorius

  1. I already gave some feedback, but after testing her a bit more and most importantly comparing her to other frames, I feel there's more for me to say.

    1st Ability:

    -The damage is really lackluster, a max Power Strength build with a stat stick (modded with viral and status) on an ensnared lv.100 corrupted heavy gunner, it will take me 400+ energy and 13 cast to even hope killing it. Of course, it does good damage on lv.100 corrupted lancer, just 2 to 3 casts, but it makes the rest of her kit irrelevant, as there's no room for much else, and the fact that she needs Power/Range/Efficiency/Duration to make all her abilities usable.

    -The base range could use some love. It would be cool if the explosion range could scale too.

     

    2nd Ability:

    -Compared to other CC's in the game, it's slow, lacks range and duration.

    -The reduced duration on other enemies and the fact that when the first ensnared enemy is killed the CC disappears of all targets makes really hard to use reliably. I did a sortie with friends, they were often killing ennemies before I could make a choke point, it's not really worth it.

     

    3rd Ability:

    -The damage stance does good damage, but the animation is really too slow, often, I'll be killing the target before Venari finishes her animation.

    -The Proctect stance is really bad as is, it's a slow one by one disarm that will too often target someone it has already disarmed, it could use a group effect, or give a buff of survivability to Khora as the AI is unreliable.

    -The Healing stance is mostly fine, but the AI makes it really hard to use, most often, Venari won't come to heal me when I ask her, and will attack some more enemies. It should be a sure fire to use.

    -The healing will sometimes stack and stay for ever, making Khora invincible.

    -Venari can't follow us really well verticaly speaking, looks like she can't parkour like other pets. She will often take several seconds before teleporting to me. It could be cool if this was changed.

     

    4th Ability:

    -It lacks range and duration for an ult that has a number limit on how many enemies it can take in.

    -The damage sharing of the 1st Ability could be extended to all sources of damage as the 1 isn't worth using in a normal build.

    -The ragdoll is still a problem, notably with weapons, but it still happens (although very rarely) that I miss an enemy with my 1st Ability.

     

    Conclusion:

    Overall, Khora is in a better place than before, but still in a pretty bad shape. She's fine for lv.50 missions, but not for sorties or long survival/defence.

    Most of the time, I'll have a frame that will do what she does in a much better way, and it's pretty saddening as she's my favorite looking frame.

    She's also very hard to build, when most recent frames can be built with 2 or 3 stats and still have all or almost all abilities being good and useful. In her case, 1, 2 and 4 scales with range. 2 and 4 scales with duration, 1, 3 and 4 scales with Power strength. And 3 seems to scale with Efficiency ? Still, efficiency is nice to have everywhere.

    She also needs to be built for a bit of survivability, making it really hard to have something that will make all of her abilities at least useful. That's too much.

    In my opinion, she just needs some numbers buff and tweaks here and there (although, I wouldn't say no to an Exalted Whip).

     

    Thanks for reading !

  2. Thank you for all the changes and for taking our feedback into account. The changes are great by the way, but I feel like Khora still needs some more tweakings and polishing.

    Here's what I think could be improved:

    1st Ability:

    -The scaling off combo-counter is a good addition, but the damage are still very lackluster, I think it would be good to add a little bit of damage to it

    -It could use a bit more range, a swipe/cone or allow the radius AoE to scale off Power Range.

     

    2nd Ability:

    -Ensnare is actually way better than before, but it still is extremely slow compared to most CC's in the game; minus the 4th ability of Inaros maybe, but it is an ultimate and has high healing capabilities to compensate, plus the extra armor. Not counting 4th abilities, Ensnare may be the slowest CC, and at times ennemies will be dead before Ensnare takes effect.

    -Ensnare also really lacks range, I get that it is supposed to be used to create some sort of choke points, but combined with its slow spread and the 75% reduced duration on additionnal targets, it becomes a much bigger deal. I think some extra range wouldn't hurt.

     

    3rd Ability:

    -The damage type change is great and makes Venari worthwile. However, each stance could use some love IMO.

    The Attack stance ability is very slow, and it can be frustrating to have to wait for Venari to finish before she goes for another target. I think speeding it up a crank shouldn't hurt too much.

    The Protect stance disarm is too weak in general. The disarm effect is pretty slow and is a single target thing, making it useless for most of the game. I think there's other solutions for a "Protection" effect, like a zone disarm, blind, confusion or damage reduction effect. It could also be something like making Venari fuse with Khora, as if she is "sacrificing" herself to serve as an additionnal skin of metal, adding bonus HP or armor. As it is, there's no reason to use the Protect stance over Attack or Healing, and I think there's room for something better in there.

    The Healing stance is great now that it scales with Power Strength, however, Venari's AI is volatile and she will regularly take a lot of time to come after we command her to heal someone, and she will often go away just after activating the healing, making it active for just 1 or 2 seconds; It would be better if she was to give the player a healing buff that would stay even after she's gone, or maybe just extend the range of her healing aura. Additionally, it would really help if hitting the healing button with an enemy in the reticle wouldn't activate the effect, as it could cause problems while trying to target a moving friend and miss him multiple times (wasting a lot of energy in the process).

     

    4th Ability:

    Strangledome has a few problems IMO.

    -It lacks range and duration overall, 5m radius and 20s duration seems pretty small for a CC ultimate 4th Ability.

    -The ragdoll makes it hard to touch your targets weakpoints and is frustrating. It could be cool if they were to stand still, or if the chains were entangled on their arms, legs and necks, like it was stretching and strangling them, making it feel a bit more natural than just making them immobile. Of course, making them immobile is fine too, as it requires less work.

    -The damage spreading could be for all sources of damage (but still at 50% for other ennemies in Strangledome), or get to 100% of our Whipclaw, as it does very little damage.

     

    In conclusion, I'd say that Khora's main problem, not counting for what is still unpolished, is that she is hard to build. Most, if not all recent Warframes needs mainly two stats to be good and useful (stats meaning Power Strength/Duration/Range/Efficiency), while Khora actually needs all of them and still won't be to the same level of usefulness. IMO she mainly needs some more innate Range and polishing, so that building her up becomes a bit easier.

    Thanks for reading !

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