Jump to content

BlachWolf

PC Member
  • Content Count

    521
  • Joined

  • Last visited

Community Reputation

654

About BlachWolf

  • Rank
    Seeker

Recent Profile Visitors

584 profile views
  1. You and I have basically the same critic about gauss, here is my post describing what I would change with his kit.
  2. Firstly let me state that my opinion is based on the time I've spend using him (which is not much honestly) and the amount of things I've been reading about him (which has been a lot both in the forums and reddit, also including some videos I've seen). That said, how does gauss feel? Good, he's pretty fun and easy to understand (not to manage though). Is he a bad frame? No, that say he's also not good just average, which isnt a bad thing, this just means that he's balanced. That said here are my thoughts about his abilities: His one: Mach Rush My thoughts: Its good mobility and the damage isnt that bad, especially with the forced slash procs. That said in my opinion a bit more dmg wouldnt hurt. What I would change: I would make it so that the dmg also scales of the melee combo counter, similarly to ashes 4. In exchange I would maybe reduce the base dmg a bit. That said this would be a highly optional change. His two: Kinetic Plating My thoughts: Its an ok defensive ability, that said I can see why many dislike the "battery drain on hit" part, it can make it really hard for him to maintain his battery, especially in a hectic environment. In addition the fact that this ability doesnt reduce all incoming damage types can make this into a pretty inconsistent ability depending against who're you fighting. What I would change: I would basically make this ability into the inverse version of adaptation. This basically means that it would starts at 100% and each hit would reduce his DR by a certain amount, which would fluctuate between 1% and 10% inversely to battery levels. This means that at 100% battery each hit would only drain 1% DR, while at 0% it would drain 10% DR. In addition I would remove the drain of the battery, since its really not necessary. Finally I would allow it to block all dmg types. The energy regen part would stay the same. The drained DR would then be regen after 3s of not taking dmg at a rate of 20% DR/s. This would ensure that Gauss can always survive a hit or two, depending on battery levels and not turn him into an insane DR tank like for example gara. That said If you think this change is to drastic please inform me. His three: Thermal Sunder My thoughts: I havent used this ability enough to make my own opinion on it. From what I've read it just consumes a bit to much energy and requires a bit of setup time for optimal damage, also its a bit static. Because of my little knowledge of this ability I will refrain from suggesting anything. His four: Redline My Thoughts: This ability on its own is quite plane, since its essentially a buff to all of his other abilities (not much can be done about that). The main issue with this ability was that maintaining 100% battery levels has been a bit to hard, mostly thanks to his 2, but since thats no longer the case with my changes, I dont see the need to change anything about this ability. Gauss is a good frame, that said like with every new frame he still requires some tweaking. If you think I've completely missed something please inform me about it.
  3. How about you guys actually try to make arbitrations somewhat challenging. This changes are nice QoL ones, but by no means do they fix arbitrations. Also those auras dont seem to be actually worth something, same with the arcanes, aside from the tanker one.
  4. In my opinion it should stay as is, changing it would basically ruin the reason why I bought it. If they were to implement this change, I would want at least a refund.
  5. Inmy opinion her rectical needs to be made smaller so that you actually have to aim and the augment for her 4 should be part of the ability. Your changes though arent really needed.
  6. The only useless ability volt has is his 1 (without the augment that is), everything else is basically top tier, he's one of the best scaling endurance frames, has pretty good cc with his 4 in higher levels and can nuke in lower, his speed buff also gives you reload speed and finally he can easily match chromas single target dmg output. Volt is by far one of the most versatile frames in the game, in addition to being the only frame you cant replace in eidolon hunts. His in the best place a frame could hope to be, extremely powerful and versatile but not broken.
  7. Basically this. Didnt have enough time to answer everything in the post, since today was finishing moving to a new place so thanks for explaining.
  8. I don think you can calculate it like that, since multishot should increase total dmg by the stated value on beam weapons, for example like in the amprex and its chaining mechanics, or the atomos. Also from my understanding from reading the wiki the tendrils do not take into consideration the multishot value even though it affects the main beam, but maybe thats just me interpreting it wrong.
  9. Tendrils are unaffected by multishot. I dont use companions, since I find the ardaza kavat a lot more useful, which is why I stick with eject magazine.
  10. For beam weapons multishot is a straight up dmg modifier, which means if you equip barrel diffusion on let say an atomos, you'll get a separate +120% dmg multiplier that scales multiplicative with base dmg mods like hornet strike. The problem with the ocucor is that instead of gaining a +120% dmg multiplier, it only gains half the value for no apparent reason. This has been like this since the release of this gun. I can leave with having to use eject magazine to make use of the tendrils, but this bug literally cripples and other wise good looking weapon with decent stats. Pls for the love of Clem DE, fix this already.
  11. For beam weapons multishot is a straight up dmg modifier, which means if you equip barrel diffusion on let say an atomos, you'll get a separate +120% dmg multiplier that scales multiplicative with base dmg mods like hornet strike. The problem with the ocucor is that instead of gaining a +120% dmg multiplier, it only gains half the value for no apparent reason. This has been like this since the release of this gun. I can leave with having to use eject magazine to make use of the tendrils, but this bug literally cripples and other wise good looking weapon with decent stats. Pls for the love of Clem DE, fix this already.
  12. Can wait to see what you guys have been doing with the vauban rework. Also could you increase the kuva drops a bit in disruption?
  13. Yeah color cycling is indeed something we all desire. Its really annoying that we're bound to only one, which means most are just going to chose the most beneficial, which means basically fire cause it gives him almost double the ehp. Effigy is already a good ability, it really just needed some tweaks and an extra bonus to justify its armor reduction. Toxin coupled with the electric buff might be a bit strong, though the main thing with this ability is that it provides soft CC through elements like fire, ice and electric and a bit of dmg through toxin. In addition it would make him into a good primer for condition overload. My main goal was to provide chroma access to all of his elements at once, while also giving him a bit of soft CC. Wisp and her motes are basically like 6 stations (the motes) and an entity that can teleport / travel between them, in comparison chroma with my suggestion would've been the station while the entities would be the active totems. The active totems themselves would only provide the passive, but when in range of elemental ward, elemental ward would gain a an additional buff based on the elemental alignement of that totem and when recasted it would refresh all active totems with in range. But thats indeed a bit to similar to wisp, especially with the augment, instead how about if chroma would cast an elemental aligment onto an ally, it would server the same purpose as to give access to additional buff while elemental ward is active, but without the pick up part essentially making it into a single target buffing ability. That sounds very interesting, even so more then my initial suggestion. So it would basically create small buffing stations which could capture enemies, if chroma enters with an active elemental ward, chroma will then gain access to that buff while in its vicinity and quickly lose it the moment he steps out. Sound very interesting, that way he can have multiple buffs active depending on which totem he is. When I make another suggestion I'll try to implement this since it sound pretty awesome. This could also give him some depth in terms of gameplay. Your suggestion is a valid one, I went a bit to near to how wisp functions, for next time I'll keep this suggestion in mind cause I really like it.
  14. For me he was always an elemental master that slayed a great beast from which he fashioned his pelt (his actual lore ingame) and some how he draws strength from his pain (the adaptability the lotus talks about). Basically more of a dragon slayer with master over the elements than a dragon. The thing is that I wanted to allow chroma to take advantage of all of his elements at the same time, since he's supposed to be the elemental master. In addition if he's able to use all of them there wont be a "best element" like what fire is right now, which is why I went this rout. The inspiration I took from wisp was how the totems themselves apply, not actually the buffs (since chroma had them before). In addition when it comes to wisp her motes are the tip of the iceberg when it comes to her identity, especially when you take into consideration how much synergy she has with her abilities. She's more like an entity moving between her 6 stations while with my rework chroma would be a single station with entities around him (those being the active totems). Finally the totems themselves do not apply the buffs, they just provide the passive dmg reflection based on the element it was casted with, elemental ward would gain additional buffs based on how many of the active totems are in range, which means the moment the totem isn't in range, the that particular buff assigned to that element would disappear and the totem wont be refresh with a new cast of elemental ward. (though that can be avoided with the augment). The augment for his 1 might've been a bit to similar to wisp so i'll trash that one. All in all thanks for your feedback, if you see anything that could be improved pls inform me. Also you could link me some of your suggestions if you want, It would interesting reading how you would rework him.
×
×
  • Create New...