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Icecryos

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Posts posted by Icecryos

  1. Le 10/06/2020 à 04:12, PerksPlus a dit :

    is there a warframe that somehow takes headshot damage and turns it into a big aoe?

    You can use Vauban's first ability with the augment tesla bank, it does exactly what you want. When you kill an ennemy affected  by a nervos telsa, the damages dealt  are spread in a small area (depending on ability range).

  2. Vauban is good but he still need some tweaking, some abilities are still bugged, not ergonomic or redundant.

    Nervos teslas doesn't work consistently, sometimes they doesn't follow you, or they stays 4-5 second in front of the ennemy before jumping on him. It could be corrected to make them more reliable.

    Tether coil stay attached to dead ennemies, it make them hard to distinguish from the living ones; sometimes, the ennemies aren't pulled correctely.

    Overdriver only affect the closest target, including pets, sentinels, nervos tesla, objectives and allies; its not really ergonomic to use. It could work like a wisp mote or explode and affect everything in range.

    Vector pad is a clunky ability with almost no purpose, only usable in open area. The cast animation is to slow, you can't use it reliably while moving. Even if you can use it perfectly, the benefit is almost non existant, you gonna reach your destination 5-10 sec faster in the best-case scenario, whatever. It also work to repulse ennemies but most of the time you want to attract them in your traps and tether coil is better for that. If the dash could work immediately when vauban throw the ability and give a small speed boost it would be a bit more interesting.

    Photon strike look cool but isn't that useful, contrary to flechette orb which can be used as a small turret to defend a position, photon strike is an instant aoe explosion. It directly compet with your weapons (you can't use the two at the same time) and it have a prohibitive energy cost (75 energy), so most of the time it doesn't have much use even with the scaling damage due to the lack of utility. Also the delay of the explosion is to short. If the ability where "remote controlled" (tap to throw a beacon, hold to trigger the explosion) with a charging mechanics that increase the damages (+100% after 5-10 seconds) it could be used both offensively and defensively to create a big burst of damage in a small area.

    Vortex can attract photon strike and other vortex, some people may like it but for me it's a hindrance, i rather like if that interaction was removed.

     

     

  3. Il y a 5 heures, Anthraxicus a dit :

    Well, invert that question. If abilities don't scale to the point they don't even hurt the enemies, why have abilities in the first place?

    It is not just enemy survivability that scales. Their damage output and quality also scales. Even if your ability scales, enemy survivability can outpace your abilities. Scaling just makes your abilities stay somewhat relevant and useful.  An ability that can one-shot an enemy whether his is level 1 or level 3000, is boring as hell. Nobody is asking for that. But having the ability deal 0 damage to high level enemies is even more boring, cuz it is irrelevant, therefore the game is just another TPS. 

    Suggesting to remove enemy scale is to condemn everyone to fight low level enemies and one shot enemies with a single cast of Crush, Polarize or Avalanche.

    Also, scaling damage helps to have more interesting build variation, focusing on power strength, for example, rather than simply adding efficiency, duration or range.

    Is it so hard to ask for a balance and have abilities stay relevant and help with DPS?

    Actually, if DE doesn't intend to modify ennemy scaling, i agree we should have scaling ability. But reducing the ennemy scaling could accomplish the same thing without making every abilities in the game scale.

    For example:

    Vauban flechette orb have 300 damages. the damages scale every 10 levels, this mean a lvl 100 unarmored ennemy will take 3000 damages.

    A lvl1 ancient healer have 400hp, currently, he scale according to this formula: Current Health = Base Health × ( 1 + ( Current Level − Base Level )2 × 0.015 ).

    This mean a lvl100 ancient healer can reach roughly 60000HP.

    Currently Vauban's flechette orbs deals 3000 damages to a lvl100 ancient healer with 60000HP

    If the ennemy health scaling was reduced (by diminishing the coefficient from 0.015 to 0.0015), the ancient healer would have 6000HP instead and the flechette orb wouldn't need damages scaling, same goes for every other abilities in the game.

    The drawback of this system is that the current weapons damages would be way too high, every damages mods should be reduced. The advantage is that the frames wouldn't need ability scaling anymore.

     

  4. If every damages abilities need to scale in order to stay useful, maybe the real problem is ennemy scaling. What the point of ennemy scaling if everything else in the game need to scale in order to stay revelant. It look like ennemy scaling brought more problems than solutions. Instead, DE could have reworked weapons mods to prevent powercreep.

  5. After some more testing i decided to do a summary of the new vauban's kit.

    Nervos tesla:

    Pros:
    -teslas are not destroyed by nullifiers bubbles (but they doesn't affect them).
    -they have no duration.
    -tesla bank provide you good AOE damages.

    Cons:
    -multiple tesla can jump on the same ennemy.
    -it's a "weak" CC, it doesn't work on important targets (boss, index, capture, lich...)
    -they are too slow.
    -they don't follow you if you move away from affected ennemies.
    -they doesnt proc the Vauban's passive (+25% damages on CC ennemies).
    -overall they doesn't do much without the augment.
    -you need to charge the ability (if you want to throw all the tesla)
    -redundant with the rest of the kit (vauban have stronger CC)

    Minelayer:

    Tether coil:
    Pro:
    -instant CC.
    -the only Vauban's CC that work in index.
    -proc Vauban's passive.
    Cons:
    -affect only 2 ennemies.
    -redundant with the rest of the kit.
    -stay atteched to dead ennemies.

    Vector pad:
    Pros:
    -can repel ennemie.
    Cons:
    -can't be used on you while moving (the pad touch the ground too late, you need to slow down to use it).
    -if you throw if on your feet, it aim in the wrong direction.
    -can be annoying for the allies.
    -overall, not usefull enough to justify his presence in Vauban's kit.

    Overdriver:
    Pros:
    -Increase the weapons damages (also work with some abilities).
    -can affect allies.
    Cons:
    -very impractical to use (it's hard to choose precisely your target .
    -affect one target at the same time (you need to throw multiple overdrivers to buff the entire squad)
    -duration is to low.
    -cost too much for what it does (100 energy for th entire squad)
    -require too much management (combined with the rest of the kit.

    Flechette orb
    Pros:
    -scaling damages.
    -affected by overdriver and by your passive (if ennemies are CC).
    -good duration.
    -can destroy nullifiers bubbles before touching it.
    Cons:
    -not accurate.
    -small range.

    Photons strike:

    Pros:
    -scaling damages.
    -affected by your passive.

    Cons:
    -Base damages are too low.
    -not affected by overdriver.
    -explode before touching the ground
    -small range (forced synergy with vortex).
    -cost too much (75 energy, 175 with vortex, it's way to much for what it does).
    -the augment is bland.

    Bastille/Vortex:

    Pros:
    -good AOE CC (for trash mod only...)
    -good range
    -transfer ennemy armor to you (not that effective)

    Cons:
    -"weak" CC, it doesn't work on important targets (boss, index, capture, lich...).
    -ennemy limit on bastille.
    -duration is low.
    -armor transfer doesn't work if ennemies are CC by another ability.
    -armor is too long too transfer, require armored ennemies and cost too much too maintains for a bonus who is not that great.
    -bastille collapse when you throw a vortex (look like it's only here too justify the synergy with photon strike but since it feel forced and not that effective, it's more an issue than an advantages).
    -ennemies attracted by vortex can ragdoll in the walls and stay blocked.

    General opinion:
    -Vauban is way too squishy (i think the main problem is the way the game work in high level), as long as the devs don't address these in-game problems vauban need better stats.
    -the abilities's casting time is way too long, natural talent can solve this issue, but currently, Vauban need too many ressource to be effective, the devs need to lower the requirement and give some arguments to his new kit.
    -he is supposed "to be the king of CC", in reality, Vauban's CC are rather weak compared to other warframe. For example Khora's strangledome is more interesting than the integrality of the vauban's cc, it's a strong CC (it work vs a lot of target), it synergyse with his first ability (while Vauban's first ability penalize bastille due too the CC overlapping), and it can attract ennemy fire giving you indirect resistance.
    -overall multiple weak CC are not better than a single strong CC. That's why Vauban doesn't excel in his speciallity (area CC).As long as endgame ennemies are immune to CC, Vauban won't be able to be on par with the top tier warframes (this is a larger problem, Vauban isn't the only one affected by this but he is one of the worst).

  6. After some more testing i decided to a summary of the new vauban's kit.

    Nervos tesla:

    Pros:
    -teslas are not destroyed by nullifiers bubbles (but they doesn't affect him).
    -they have no duration.
    -tesla bank provide you good AOE damages.

    Cons:
    -multiple tesla can jump on the same ennemy.
    -it's a "weak" CC, it doesn't work on important targets (boss, index, capture, lich...)
    -they are too slow.
    -they don't follow you if you move away from affected ennemies.
    -they doesnt proc the Vauban's passive (+25% damages on CC ennemies).
    -overall they doesn't do much without the augment.
    -you need to charge the ability (if you want to throw all the tesla)
    -redundant with the rest of the kit (vauban have stronger CC)

    Minelayer:

    Tether coil:
    Pro:
    -instant CC.
    -the only Vauban's CC that work in index.
    -proc Vauban's passive.
    Cons:
    -affect only 2 ennemies.
    -redundant with the rest of the kit.
    -stay atteched to dead ennemies.

    Vector pad:
    Pros:
    -can repel ennemie.
    Cons:
    -can't be used on you while moving (the pad touch the ground too late, you need to slow down to use it).
    -if you throw if on your feet, it aim in the wrong direction.
    -can be annoying for the allies.
    -overall, not usefull enough to justify his presence in Vauban's kit.

    Overdriver:
    Pros:
    -Increase the weapons damages (also work with some abilities).
    -can affect allies.
    Cons:
    -very impractical to use (it's hard to choose precisely your target .
    -affect one target at the same time (you need to throw multiple overdrivers to buff the entire squad)
    -duration is to low.
    -cost too much for what it does (100 energy for th entire squad)
    -require too much management (combined with the rest of the kit.

    Flechette orb
    Pros:
    -scaling damages.
    -affected by overdriver and by your passive (if ennemies are CC).
    -good duration.
    -can destroy nullifiers bubbles before touching it.
    Cons:
    -not accurate.
    -small range.

    Photons strike:

    Pros:
    -scaling damages.
    -affected by your passive.

    Cons:
    -Base damages are too low.
    -not affected by overdriver.
    -explode before touching the ground
    -small range (forced synergy with vortex).
    -cost too much (75 energy, 175 with vortex, it's way to much for what it does).
    -the augment is bland.

    Bastille/Vortex:

    Pros:
    -good AOE CC (for trash mod only...)
    -good range
    -transfer ennemy armor to you (not that effective)

    Cons:
    -"weak" CC, it doesn't work on important targets (boss, index, capture, lich...).
    -ennemy limit on bastille.
    -duration is low.
    -armor transfer doesn't work if ennemies are CC by another ability.
    -armor is too long too transfer, require armored ennemies and cost too much too maintains for a bonus who is not that great.
    -bastille collapse when you throw a vortex (look like it's only here too justify the synergy with photon strike but since it feel forced and not that effective, it's more an issue than an advantages).
    -ennemies attracted by vortex can ragdoll in the walls and stay blocked.

    General opinion:
    -Vauban is way too squishy (i think the main problem is the way the game work in high level), as long as the devs don't address these in-game problems vauban need better stats.
    -the abilities's casting time is way too long, natural talent can solve this issue, but currently, Vauban need too many ressource to be effective, the devs need to lower the requirement and give some arguments to his new kit.
    -he is supposed "to be the king on CC", in reality, Vauban's CC are rather weak compared to other warframe. For example Khora's strangledome is more interesting than the integrality of the vauban's cc, it's a strong CC (it work vs a lot of target), it synergyse with his first ability (while Vauban's first ability penalize bastille due too the CC overlapping), and it can attract ennemy fire giving you indirect resistance.
    -overall multiple weak CC are not better than a single strong CC. That's why Vauban doesn't excel in his speciallity (area CC). As long as endgame ennemies are immune to CC, Vauban won't be able to be on par with the top tier warframes (this is a larger problem, Vauban isn't the only one affected by this but he is one of the worst).


     

     

  7. This ability is so niche that you never have it equipped when you need it, and it's extremely clunky to use, most of the time it just slow you. You can't use it for escape, the ability is too long to cast,by the time, you can just bullet jump 2 or 3 time (and it's free). Vauban theme isn't even about speed, i rather like a defensive ability.

    If some people really want to keep vector pad, it could just be a craftable consumable accessible for everybody (it would work only for the frame using it).

  8. I have multiple problems with the way the system have been implemented:

    -The devs promised difficult content but we end with a big gambling system with little skill involved.

    -The liches were supposed to be a feared nemesis but with the current system they are just  glorified lootbox and player don't fight their lich, they want to open their lootbox first.

    -The status of the liche is totally forgotten and the other players became the true ennemies (Kuva lich is the new PvP).

    -Death in a game shouldn't be 100% luck based, i prefer dying in a fight due to a mistake or because my equipment is too weak.

    -Overall when i play a game, i play it mainly for fun and challenge, the reward are nice but they are not self-sufficient. The only "efficiency" i measure in a game is the fun it provide me, the current system is just farm and gambling.

    -Gambling mechanics aren't fun in general, the only appeal is the potential rewards you can get from it.

    • Like 3
  9. I didn't finished to kill my first Lich for one reason, the thrall farming part. You just have to farm the thrall and killing yourself when your lich appear, it's a bit boring and the interaction with the lich is not interesting. I rather like if the murmurs could be aquired by completing high level special mission such as capture, rescue, mobile defense, spy etc. We have arbitration for high level Endless missions but we have no high level regular missions (exept sortie but it's just 3 missions per day).

    We could have an alert mission system who work a bit like void fissure, 4 or 5 mission with a 30 min rotation. During those alerts a lich could spawn and try to compromise the mission. Here are some examples:

    Capture: You gain murmurs if you capture the target, a lich will spawn and try to save (or kill) the target.

    Rescue: You have to save and escort the prisoner to gain murmurs, a lich will spawn and try to kill the prisoner.

    Spy: You gain murmur for each successful data extration, a lich will spawn in each spy room.

    mobile defense: Each defense give you murmurs, liches will try to destroy the consoles.

    Defection: Each time you extract a squad, you gain murmurs, liches will try to kill the squads

    Intreception: You will play vs your liches (one for each player).

    Defense: You will have to defend a target for 5-10 waves (similar to sortie defense), liches will try to kill the target.

    This type of mission should be way more interesting and more challenging than a basic thrall farming because the failure of the mission wouldn't depend on the death of your warframe, they would depend on the destruction of the objectives, and the liches would actively try to destroy them forcing you to interact with them.

    How to interact with the liches?:

    During these mission the liches would be "unkillable" ( you couldn't use your paragon to hack them), instead you could weaken them and use your paragon to banish them for a short duration (5-10 sec). The lich could be affected by CC for a reduced duration (20-30% duration), the priority would not be to kill them but to prevent them from destroying your objective.

    How to kill your lich?

    You could kill your lich in a dedicated assassinate mission, the lich could take the control of the assassination node from the Occupied planet (like Phorid). Since the lich is your personal nemesis it could be a solo mission (maybe).

  10. It would be nice if DE could adress these problems, but i think Vauban need more than this, his kit have a lot of internal balance issues.

    Bastille try to do too much things at the same time and do nothing well, armor buff and armor removal are to slow, the ennemy limit make this ability weaker than vortex. I would prefer if the 1000 armor bonus was instant and the armor stripping was given to flechette orb.

    I agree concerning Overdrive, it should also work like Wisp moth.

    Vector pad should became a shield.

    Nervo tesla and tether coil are bugged and redundants, they should be combined together and reworked to be more reliable.

    • Like 1
  11. I already said it in the Vauban feedback thread but i think there is a way to make this ability interesting. Instead of a pad, the ability should be a arrow shaped wall like this:

    Révélation

    1573764546-vauban-glacis.png

    The wall could block ennemy shooting and each ennemies touching it would be reppeled in the direction the wall is pointing (like the current vector pad). If an ally touch the wall he could have a small speed boost for a short duration.

    Vauban (the architect) was famous for his fortress composed of sharp walls, this ability could be a small tribute to him, it would give us a unique defensive ability and the (rare) persons who absolutely want to keep the vector pad could still use it to repel ennemies.

    • Like 2
  12. Earlier on this thread i shared my opinion on the Vauban rework, now that i played him a bit more i would like to make some suggestion concerning his kit.

    First, his base armor is too low, vauban look kinda bulky and he is considered a "defensive" frame, he can't nuke entire room of ennemies and rely a lot on its weapons to deal damages. He doesn't have massive damage mitigation and need to be close to the ennemies to apply his map controle, 150 armor (33% DR) and 200 armor for the prime version (40% DR) would be more suitable for Vauban's role.

    The casting animation are too long, currently i have to use Natural talent. The cast speed should be increased by at least 50% or be instant like the old Vauban.

    Bastille/Vortex: I think this ability could be improved. There is a small problem with vortex, it attract ennemies behind walls and block them, i would prefer if vortex could only affect ennemies in his "field of view". Concerning bastille, there is a problem with the way it work, i think the ability should give you instantly the 1000 armor and the armor reduction should  be removed and given to flechette orb. If the bastille could not collapse when you throw a vortex it would be nice to.

    Photon strike : The current delay (after the patchnote 26.0.5) is a bit short, the damages and the delay could be increased.

    Minelayer: This ability need more than few tweaks, 4 mine are too much and there is a lot of redundancy with other abilities.

     Tether coil: this ability bring nothing to vauban's kit, he is overloaded with CC and nervos tesla are already a cheap mobile CC, just remove it.

    Flechette orb: as i said before, this ability should remove armor instead of bastille, and maybe apply mag proc.

    Overdriver: it's not very handy to use and the bonus is a bit weak, the overdriver should stay on the ground for a short duration and give the bonus to every frame passing next to it (like Wisp moth).

    Vector pad: There is a solution to make this ability usefull, transform it in Vector shield. It would be an arrow shaped wall that block enemy shooting and repel the enemies touching the wall, the allies who touch the shield would have a speed boost for a short duration.

    Nervo tesla: Currently they are a bit slow and don't follow you. When you move away from a stuned enemy, they should leave him and follow you instead.

     

     

  13. il y a 14 minutes, ElKayJae a dit :

    How is it slightly better? it has longer cast times and increased cost.

    You are right about the casting time, this is a drawback i pointed out in the Vauban feedback section, i think this can be corrected. Concerning Bastille, the armor drain/armor boost give you some resistance and the Vortex's range have been more than doubled, it's not enough to solve his resistance problem but it's still a slight boost. The main problem is the 3 other abilities who can't compete with bastille.

  14. I'm not sure he got nerfed, bastille/vortex are slightly better even for the increased cost. But waiting several years for a rework and end up with this is disappointing. This rework doesn't give him more playstyle, he still have to spam bastille/vortex like the old one, Minelayer is still a bunch of situational abilities who does almost nothing revelant, and he is still too fragile.

    I feel like this rework doesn't worth effort put into it, they could just have buffed Bastille and vortex, it would have accomplished the same thing.

  15. Vauban:

    I tested him on a few mission and my opinion won't be different from the other post. This rework improve him but doesn't resolve his main drawbacks, he is still too squichy and he still have hard time following other warframes and doing anything revelant.

    First, my main problem with the rework is the cast animation, they are too long, i understand they wanted to make cool looking animation but honestly you barely notice them in combat and it makes the abilities really annoying to use. One nice thing about the old Vauban was the instantaneousness of the ability, you just had to throw them and they worked immediately.

    Nervos tesla:

    On the paper like this new ability, it give you a passive mobile CC that prevent neaby ennemies from attacking you, it's supposed to give you some indirect survivability. The current problem the AI, they don't follow you correctly and don't react fast enough, but i think this problem can be corrected.

    Minelayer:

    This ability could be renamed Overdriver, it's the only useful mine, the others are redundant with his current kit or simply useless. Overall they doesn't worth the time you spend casting them. The casting animation is particulary annoying with this ability because, first, you have to select the correct mine, it can take 1-2sec, and then add the casting animation who last 1sec, you end up with an ability who is too slow to use. Most of the time, when you finnaly cast the ability, you don't need it anymore.

    Tether coil: 2 ennemies is not enough, and it's redundant with bastille or nervos tesla, it could be removed or replaced.

    Nail grenade: not enough damages and redundant with photon strike, it could be removed or replaced.

    vector pad: unusable, the casting time is to long, you have to be immobile to use it properly, this totally remove the benefit of the ability, it can be used to make the ennemies slide but what's the point.

    Overdriver: a good mine, but since the duration isn't very long you have to cast it regularly, so you end up using this mine by default and never use the other ones.

    I may sound a bit salty concerning the  Minelayer but for me it was a critical ability to rework and it could have been used to adress the Vauban's survivability problems by giving him some defensive tool such as fortification that work a bit like frost bubble or a shield booster.

    Photon strike:

    A good damages ability, the scaling damages are useful for high level content, the energy cost is high, 75 is too much for what it does, the damages are good but not that big and the AOE is small, 50 energy would be better. The other problem is the delay, almost 3 seconds (4 second if i count the casting time), i understand the short delay but 3sec is way to long, the ennemies are often dead when the ability strike.

    Bastille/Vortex:

    The biggest improvement of the new kit, i think 100 energy is a bit much 75 would be better (This ability is also negatively affected by animation time, you don't have instant CC anymore...)

    Bastille: The armor stripping is nice but too long, same thing for the armor buff, he is too long and don't last long enough (and it work only if ennemies are caught into bastille so you can't use bastille for defensive purpose only).

    Vortex: The range have been greatly increased, this make the ability way more interesting than before.

    Overall, i think the rework go in the right direction (except the casting time) but it is not enough. The abilities still cost a bit too much and take too long to be effectif. The Minelayer in his current state is missed, he need a total overhaul, i like the idea of a multi-kit ability (it fit the engineer style) but the current tool simply doesn't worth the struggle.

     

     

     

    • Like 1
  16. I agree the reworked boost pad is very underwhelming, he is almost worst than the old one. I would prefer if the boost pad was removed from the minelayer and included in his dodging mechanics. Every 5-10 second, instead of dodging you could dash forward and leave behind you a boost pad that increase the allies speed by a small percentage (5-10%).

    This would make the minelayer easier to use by reducing the number of mine to 3, it would remove the troll aspect of the boost pad and make the ability usable, because currently i don't see how to use it effectively.

  17. Il y a 12 heures, Tatann a dit :

    I've also suggested making grenades permanent for his 1 and 2, but having permanent vortex or bastille is OP

    It should at least come with energy drain 

    Actually the bastille/vortex would work like the actual ones, so they wouldn't be permanent. If you speak about the bastille/vortex augment, maybe the range could be reduced to 10-15%.

    Il y a 10 heures, keikogi a dit :

    This ability cant exist as an warframe 1 because at rank 1 the warframe has no skills. Before you even bring up equinox , metamorphosis has small buffs attached to it.

    I agree with this, i had to explain this ability first since she is linked to the other abilities. The easiest solution would be to exchange the first and the third abilities.

    Il y a 10 heures, keikogi a dit :

    Decent idea but just remove the ability to nullify nulifeirs.

    Removing this would be problematic, the main benefit of this ability is to create a safe zone to use your powers, it should at least prevent the enemies nullifier to destroy your abilities.

  18. Hi,

    I’ve been on the feedback section of the forum for the last few day and i told myself « i know what this forum need, more Vauban rework ideas ! ». This is my first post on the forum but i started the game a long time ago (enought time to see Vauban going from top tier frame to what we have now...). Since vauban is my most played frame i decided to share some ideas. I tried to make Vauban more usefull without destroying his identity and make it funnier to play.

     

    Passive :

    I think the actual passive is good, maybe it could apply to allies

     

    Power sphere (ability 1):

    Vauban throw a sphere (similar to the tesla sphere) up to a limit of 4, the spheres are permanents, placing more spheres will remove the first ones.

    This ability is a bit special, the sphere itself does nothing but will have a lot of interraction with the others abilities. You will be able to use them as « turret », explosive trap or buff area. Basically this is a tool to increase the area of effect or the power of your abilities. In order to work properly these sphere have to be really cheap (5-10 energy each), they also need to be permanent or at least during a lot of time (2-3min).

     

    Shredding grenade (ability 2) :

    Vauban throw a shredding grenade which explode on impact and from each power spheres . Each explosion will do blast damages, apply a disrupt effect (magnetic proc) and permanently lower the armor of the ennemy by 20-25 % (the effects can be stacked).

    The purpose of this grenade is to weaken the resistance of the ennemy and deal some damages. Used with the power spheres, you can create a big explosion area (like a minelayer), or a more powerfull explosion by placing multiple power spheres at the same point. Keep in mind the power sphere are permanents, this mean that they will stay after the explosion.

    This ability replace the minelayer and try to solve two major problems :

    • The bounce is a gimmick ability, tripwire and concussion are redundant with the others CC abilities, sherd is the only usefull mine.

    • The fact that the ennemies have to walk on the mine make them hard to use effectively.

     

    Supercharge (ability 3) :

    This is a channeled ability, you can activate/ desactivate it with a « long press » (0,5-0,75 sec) and you can quick press to switch between 3 differents buffs :

    • Tesla arc : Vauban and the power spheres electrocute the nearby ennemies around them every seconds applying electrical damage and tesla chain (electricity proc) ; vauban and the allies have a damage bonus of 40 % if they are near vauban or a power sphere plus 15% for each other power spheres.

    • Overshield : Vauban and the the power spheres gives 40 % shield bonus and -40 % shield recharge to the nearby allies, plus 15 % for each other power spheres.

    • Nullifier : create a large zone around vauban and the power spheres that nullify the ennemy CC (shockwave or hook) and and ennemy abilities (eximus buff, ennemy nullifier).

    This support ability give versatility to Vauban and the rest of the squad depending on the situation, this is a channeled ability so once activated, you can switch between the buffs very easily.
    Coupled with the power spheres you can create big area of effect for the tesla arc or the nullifier, you can also regroup the spheres to increase the power of your buffs in a smaller area.
    Theses buffs work around vauban (he is himself affected by the buff), this allow you to use this ability on a mission that require more mobility.

     

    Bastille/vortex (ability 4):

    With a quick press, you throw a bastille, with a « long press » (0.5-0,75s) you throw a vortex. The two abilities have a bigger range than the actual ones and the ennemies limit on the bastille is removed. Throwing a vortex inside a bastille will attract all the ennemies caught by bastille,

    Bastille and vortex are the core ability of the actual Vauban, i want to keep them but i think they can be combined into one ability. They also need way bigger range to compete with the other CC abilities in the game.

     

    Augment mod :

    • Power sphere augments : simply double the power sphere limit by 2 and form a link between them that deal slash damages (similat to tesla link).

    • Supercharge augment : when supercharge is active, form a link between vauban and the power spheres that deal slash damages (similat to tesla link).

    • Bastille/vortex augment : if a bastille or a vortex is active, it cast a vortex on each power sphere with a smaller range (25-30% of the diameter).

     

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