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Atlas Rework Idea


ArkThanatos
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for the TLDR look for Redtext, NOTE, NEW, REPLACE.

 

                                                          

Health 250 (700 at rank 30)

Shield 0 (0 at rank 30)
 

Armor 10 (40 at Rank 30)
 

Energy 165 (265 at rank 30)
Sprint Speed 1.1


 

 

Monolithic

Wielding explosive power and incredible stamina, Atlas strengthens his insurmountable durability through battle. Atlas possesses various passive mechanics highlighted in the tabs below:

 

Strong as the mountain, Atlas is immune to knockdown effects while in contact with the ground. 

§  Atlas remains susceptible to knockdown while in the air. 

§  Certain attacks like Fire Blast can push back Atlas, regardless of knockdown.

§  This immunity applies to obstacles and traps capable of knockdown, such as Corpus Laser Barriers.




Rubble is a pickup item unique to Atlas that drops from petrified enemies and Rumblers on death. Rubble restores Health to Atlas if he is injured; if Atlas is at full health, Rubble instead grants additional Armor that decays over time.

 

A piece of Rubble

§  Each petrified enemy and each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 armor. Rubble will remain on the ground for 30 seconds before crumbling away if left untouched.

§  Enemies petrified by Path of Statues' rock trail, Petrify's flash, and the summoning of Rumblers are eligible to drop Rubble.

§  Petrified enemies killed by Landslide grant 75 health and armour from their dropped Rubble.

§  Rumblers that sustain damage to their health will grant less health points or bonus armor from their dropped Rubble.
 

§  NEW!!

§  Rubble will grant armor if at least 1 health point is missing from Atlas' maximum health pool. Excess health points gained will  overflow into bonus armor points.

§  Rubble armor is displayed in a circular gauge on the HUD above the ability icons.

§  The current number of bonus armor is shown below the gauge and will visibly subtract as bonus armor decays or add as Atlas picks up new Rubble.

NEW!!

§  Atlas can accumulate up to a maximum of 5000/10000/15,000 bonus armour.

§  Bonus armor decays at a rate of 5 armor points per second.

§  Decay rate is doubled when Atlas is inside a Nullifier Crewman's bubble or inside a Fog or Nul Combaand Scrambus's nullification field.

§  Upon picking up Rubble to gain bonus armor, bonus armor decay is paused for 2 seconds. Picking up Rubble to restore health points will not pause armor decay.

§  Bonus armor will not be lost if the player falls out of bounds, but will be lost in the event of a host migration.

§  The stone icon in the center of the gauge will enlarge or shrink depending on the amount of bonus armor stored. At 0 bonus armor, it remains a pebble; at 15,000 bonus armor, it covers His body.

§  Rock formations will appear on Atlas' body as he accumulates bonus armor.
(please make it cover more than just his right arm and Leg, both sides would be nice! Cover his entire body)

 

§  Rubble pickup can be vacuumed by Sentinels or the Warframe's innate vacuum radius.

§  Rubble pickups resemble a piece of stone encased in a translucent layer of reflective rock-shaped metal, which is tinted in Atlas' chosen Warframe energy color.

§  Rubble pickups spawned when a petrified enemy or Rumbler dies while airborne will fall to the ground.



Strong as the mountain, Atlas is immune to knockdown effects while in contact with the ground. 

§  Atlas remains susceptible to knockdown while in the air. 

§  Certain attacks like Fire Blast can push back Atlas, regardless of knockdown.

§  This immunity applies to obstacles and traps capable of knockdown, such as Corpus Laser Barriers.

 

Abilities NEW!

 

Strength:80 / 180 / 280 / 330 (1 hit)
160 / 360 / 540 / 660 (2 hits)
320 / 720 / 1080 / 1320 (3 hits)

640/1440/2160/1640 (4 hits)
 

Duration:1.5 s (combo window)

Range:10 / 13 / 17 / 20 m (dash range)
[1 hit] 2 m (impact radius)
[2 hits] 4 m (impact radius)
[3 hits] 6 m (impact radius)

[4 hits+] 8 m (impact radius)

Misc:75% (bonus Rubble health/armor)



Atlas charges forward to punch a target enemy up to 10 / 13 / 17 / 20 meters away. The target and enemies within 2meters are dealt 80 / 180 / 280 / 330   Impact + 1/2/3/4% targets Max HP (true Damage) damage as a melee strike with a 160% critical damage multiplier, a 10% critical chance, and a 15% status chance.
(on 3th hit the max true damage can be 16% target max HP. Can crit hit)
this would also allow for the melee weapon to sacrifice a mod or 2 to allow for Fury or other A.S mods and be a useable weapon. ATM most of them are terrible at being a melee weapon with a A.S of 0.7 or less.

§  Damage is affected by Ability Strength, the Melee Combo Counter and most mods.

§ Landslide is also affected by equipped melee mods including:

§  damage (e.g., Steel Charge)

§  physical (e.g., Collision Force)

§  elemental (e.g., Shocking Touch)

§  critical chance and damage (e.g., True Steel and Organ Shatter)

§  Status chance (e.g., Melee Prowess and Vicious Frost)

§  weapon augments (e.g., Justice Blades)

§  Riven

§ Manticore's damage bonus applies to the ability.

§ Landslide is not affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., Covert Lethality), or Acolyte Mods.

§  The only exceptions to this rule are:

§  Mire and its passive ability to grant +10%   Toxin damage, which carries over to Landslide. The toxin damage combines with any elemental damage from melee elemental mods.

§  Landslide's damage is affected by Venka Prime's modified Melee Combo Counter.

§ Each enemy struck adds to the Melee Combo Counter.

§ AoE damage bypasses obstacles in the environment and does not diminish with distance.

§ Impact radius is affected by Ability Range, while the dash range is not.

§ Atlas' Health is invulnerable to damage while dashing.

§ If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.

§  Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:

§ 200% damage, 200% impact radius, and 50% cost reduction for the second hit

§ 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain

§  This reduction in energy cost modifies Landslide's activation cost and is afterwards affected by Ability Efficiency as normal.

§  As an example, with a maxed Streamline the second successful cast will consume:

§ Atlas ragdolls enemies with an uppercut on every fourth successive strike in the chain. All other strikes stagger enemies.

§ Combo window is affected by Ability Duration and can not fall below 0.5 seconds.

§ The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle.

§  If no casts are performed within the combo window, the damage and energy cost will reset.

 

NEW!!!!
 

§  Synergy: Using Landslide to kill petrified enemies frozen by Path of StatuesPetrify and Claymore\RazorClaymore

§  Casting Landslide requires an unobstructed enemy target.

§  Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker).

§  Can be cast while in mid-air.

§  Killing an enemy with this ability is not counted as a Melee Kill. Therefore the Swordsman Challenge is not affected by the successive use of the ability.

§  Shattering Impact does not work on this ability even though it deals impact damage.

§  Landslide attacks can damage enemies across the Rift Plane.

§  Landslide is affected by and can trigger Warframe Arcanes.


 

Main article: Path of Statues

Path of Statues is a Warframe Augment Mod for Atlas, that makes Landslide leave a petrifying path for a short period. That is 0.5 -1 meter in Diameter

New!!

Rank

Path Duration

Petrify Duration

Cost

0

7s

5s

6

1

9s

6s

7

2

12s

7s

8

3

15s

8s

9

 

 

 


NEW!!

§  Reshaping the surrounding terrain, Atlas erects a Bulwark made of stone with a base health of 3250 / 3500 / 3750 / 4000 and additional health equal to 550% Rubble  armor and 50%  Atlas’ HP . Upon activation, the bulwark is invulnerable for 2 / 4 / 6 / 8 seconds. Incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health.

§  Base health and armor multiplier are affected by Ability Strength.

§  The bulwark's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health x 5 + Atlas Rubble Armour × (1 + Armor Mods)) × (1 + Strength Mods) + Absorbed Damage.

§  For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of
(3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.

§  While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.

§  Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.

§  Invulnerability duration is affected by Ability Duration. NEW!
 

Note!: wall falls off hard lategame. Early game it wont matter if its indestructible as its early. But lategame it is little more than tissue paper. Needs a serious buff!. Ergo problem solved with this buff. More HP.


 


REMOVE!

§  Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600   Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500  Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.

§  Rolling and explosion damage are affected by Ability Strength.

§  Enemies affected by the rolling damage are ragdolled.

§  The explosion damage does not bypass obstacles in the environment and diminishes with distance.

§  Explosion radius is affected by Ability Range, while roll distance is not.

 

NEW!! Also note! Projectiles NOT some Hitscan crap!. Projectiles are better!.

Claymore

·         Reactivating the ability Atlas will Landslide the wall (consuming a landslide charge cost as well) Causing it to explode into Projectiles dealing 150 / 300 / 450 / 600   Impact damage, Knocking enemies Over.
this will also apply the Damage from Landslide (it will also take into account the combo he is on) these can Critically hit.


NEW!!
Razor claymore

§  Synergy: Casting Petrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks

§  Bulwarks and Boulders becomes silver-colored and metallic when petrified.

§  As the 3 bulwarks created by Tectonic Fracture can become Petrify effects on them.

§  Bulwarks now will become Brittle and become razor sharp when hit.
this will change the Damage type From Impact to Slash. Also increasing the Base Crit chance of Land Slide by 10%, Crit Damage by 15% and base Status Chance by 15%



NOTE!

§  While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms. But will reduce 50% of the Damage
 

§  Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.

§  Enemies that are melee-focused will attack the Bulwark if it obstructs their path, though some enemies may simply run up against it.

§  Atlas can maintain only one bulwark at a time.

§  Tectonics can be recast immediately to create a new Bulwark.

§  The Bulwark will spawn on the same elevation as Atlas and will not fall down, even if there are no objects under it.

§  Tectonics can not be cast in the air.

§  Casting and reactivation duration of 1 second are affected by Natural Talent and Speed Drift.


Main article: Tectonic Fracture

Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.

NEW

Rank

Walls

Health

Cost

0

2

80%

6

1

2

90%

7

2

3

100%

8

3

4

110%

9




 

 



Atlas unleashes his hardened gaze in a conical burst of energy 12 / 13 / 14 / 15 meters long within a 70° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies receive 50% more damage from all sources and are completely disabled from attacking or moving for 7 / 12 / 16 / 20 seconds.

§  Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight.

§  NEW!!! Gives allies in range a knockdown immunity for 7/12/16/20 seconds
NEW!! Loot drop is increased by 5/7/11/15% (lower than the original augment, more consistent with out the need of the mod)

§  Damage vulnerability is not affected by mods.

§  Stone duration is affected by Ability Duration.

§  Cone length is affected by Ability Range, while the field of view is not.

§  Activation energy cost is affected by Ability Efficiency.

§  Casting animation speed is affected by Natural Talent and Speed Drift.

§  When killed, each petrified enemy will drop 1 piece of Rubble for Atlas to pick up.

  • NEW!!

§  Synergy: Casting Petrify on Atlas' stone constructs yields additional benefits.

§  Bulwark hardens into a Petrified Bulwark that gains Razor Claymore
bulwark gains 10% base Critchance, base 20% status chance and + 30% cirt damage

§  Rumblers' health pool is instantly restored to 100%.

§  Petrified enemies are resistant to status effects, status durations are reduced to 50%. Any duration-based status effect, such as a Bleed proc, that is applied before an enemy is petrified will have reduced Duration

§  If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified.

§  Bosses and Capture targets can not be petrified.

§  Frozen enemies can not be petrified.

§  Enemies will turn a darker tone and obtain a stone texture upon being petrified.

§  Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again.

Casting Petrify will Slows Atlas' actions and movement by 80%.





OLD!! Kinda useless outside a survival with a nekros to make the most of the body parts!
Main article: Ore Gaze

Ore Gaze is a Warframe Augment Mod for Atlas that modifies Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot.

 

 

§  NEW, Rumblers
casting petrify on a enemy and then Killing them will summon 3 rumblers
they spawn in at enemy Level like a spectre! They last up to a max of 30 seconds.
make them act like they do, Taunt enemies, they aren’t worthy of a 4th ability slot, they do sod all damage and are a bit derpy. BUT having them as a 3 Augment gives some survivability. Some more tank. Out there. Keeps them in his Kit. But moves them off 4 and into something more like Inaros 3 but as a option. This clears up his kit. Gives it more utility and flexibility
Change their Damage type to deal a Full IPS. 50% impact,35%puncture,15% slash
increase rock throw projectile speed by 25%


REMOVE!!!! From 4 move to 3rd augment!
 

 

§  Atlas summons his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 3 / 4 / 5 / 6meter radius for 10 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 15 / 20 / 30 / 45 seconds unless they are killed or manually detonated.

§  Number of Rumblers summoned is not affected by mods.

§  Petrify radius is affected by Ability Range.

§  Rumbler duration is affected by Ability Duration, while petrify duration is not.

§  Cast delay of 2.5 seconds is affected by Natural Talent and Speed Drift.

§  Petrifying occurs instantly when Atlas begins his casting animation.

§  Each Rumbler possesses 500 / 750 / 1000 / 1200 Health50 / 150 / 250 / 500 Armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000   Impact damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 200 / 250 / 350 / 500   Impactdamage and ragdoll enemies hit.

§  Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Ability Strength. Health and armor are also affected by Warframe health, shield, and armor mods.

§  Rumbler health uses the following expression when accounting for Ability Strength:
Modified Health = Health × (1 + Health Gain From Leveling + Health Mods + Shield Gain From Leveling + Shield Mods + Strength Mods).

§  For example, with VitalityRedirectionIntensify, and Atlas all at max rank, rank-3 Rumblers will have a modified health of
1200 × (1 + 2 + 4.4 + 2 + 4.4 + 0.3) = 16,920.

§  Atlas' rank influences Rumbler health as the "Health Gain" and "Shield Gain" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to the Rumblers' health.

§  Rumbler armor uses the following expression when accounting for Ability Strength:
Modified Armor = Armor × (1 + Armor Mods + Ability Strength).

§  For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of
500 × (1 + 1.1 + 0.3) = 1,200.

§  Speed multiplier is affected by Ability Range and can not fall below 0.5 or exceed 1.5 under any circumstances.

§  If the ability is reactivated or if Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250   Blast damage to enemies within 3 / 4 / 5 / 6 meters.

§  Explosion damage is affected by Ability Strength.

§  Damage does not bypass obstacles in the environment and diminishes with distance.

§  Explosion radius is affected by Ability Range.

§  On death, each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 bonus armor when picked up by Atlas.

§  Rumbler Rubble provides reduced amounts of health or armor if Rumblers sustained damage to their health before expiring.

§  Amount of Rubble dropped per Rumbler, health restored, and bonus armor provided are not affected by Ability Strength.

§  Synergy: Casting Petrify on injured Rumblers will instantly restore their health to 100%.

§  Rumblers are immune to Status Effects, such as knockdowns or   Slash procs, but they can be staggered.

§  While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter.

§  Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed.

§  Atlas can maintain only 2 Rumblers at a time.

§  The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.

§  If a Rumbler enters a Nullifier bubble, it will have its health drained.


Main article: Titanic Rumbler

REPLACEMENT!
Strength of the Titan. Cost 16/13/10 energy per second

Atlas Gains Mass, and his Armour Hardens. He becomes unstoppable by enemy unites running thru them. Atlas Lets out a Warcry Fearing enemies for 1s.
Increasing His HP by 25/50/75%, Armour and Rubble By 15/20/25% (rubble gains 10/15/20% more on pick up)
Atlas also gains 25%Casting speed and 30/45/60% movement and gains 2.5% more momentum every 0.5 seconds if he hasn’t hit any enemies up to 120% movement speed., If atlas collides with Enemies the Will Take 300/600/900 impact damage + (2.5x1.1[Movement speed] x 0.5power strength). whilst knocking them down and not hindering his movement.
Atlas also takes 50/70/90% Reduced Damage. Before Armour.
atlas cannot be CCed.

Atlas’s Land Slide will also deal 15/20/25% more damage. + 15% more energy
petrified enemies will receive 10/30/50% more damage if ran into. + 7.5% more energy

passive. Every kill atlas gets increases his HP by 0.5 HP Flat, this is unaffected by Mods, but is affected by Strength of the Titan.


Augment. Colossal assault: Range 10/12.5/15M
Fall Under Atlas Protection and Raises Moral.
Atlas and allies when taking lethal Damage will instead not go down but become invulnerable for 4/6/8 seconds and Consume 2500/2000/1500 Rubble from atlas
.
 

Edited by ArkThanatos
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This whole post hurts my eyes. Could someone please format this properly? It's hard to understand an copy-and-pasted and edited wiki page. I want to comment on this rework on how ridiculous it sounds, but I can't with this distracting format in the way. As soon as I saw how his shields were removed and had more sprint speed, I knew this idea became immediately questionable. 

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12 minutes ago, Scruffel said:

This whole post hurts my eyes. Could someone please format this properly? It's hard to understand an copy-and-pasted and edited wiki page. I want to comment on this rework on how ridiculous it sounds, but I can't with this distracting format in the way. As soon as I saw how his shields were removed and had more sprint speed, I knew this idea became immediately questionable. 

super constructive mate. so you are saying you wanted to comment on the post, but apparently you couldn't... so you commented anyway with a grand total of 0 constructive criticism, rather you went with the "oh its different so i don't like it, imma S#&$ talk it" 
good job. 

BTW shield on atlas is freaken useless.
and a movement speed buff wouldn't harm him at all. 

love how soon as anyone talks about a rework for atlas everyone says he is fine. but in the same breath will say he is bad needs a rework and the data back it up. as he is one of the least played frames because he needs a rework. 

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This number 4 honestly feels worse. I'll give you that his current 4th ability would make an amazing augment for his 3rd skill, but I would do something else than a energy drain buff on top of the buffs you've already given to his health, armor, and speed.

I know it might seem a bit "Avatar" and might be a bit "ember" but for an earth/tectonic frame, Atlas has nothing about lava or magma. This would be an amazing, untapped source for ideas. Things like volcanic eruptions in random places that spew lava, burning enemies to a crisp, and spawning a set number of rubble pick-ups from each eruption zone as well as more from enemies that die in the eruption.

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8 minutes ago, ArkThanatos said:

super constructive mate. so you are saying you wanted to comment on the post, but apparently you couldn't... so you commented anyway with a grand total of 0 constructive criticism, rather you went with the "oh its different so i don't like it, imma S#&$ talk it" 
good job.

Actually I did give criticism, it's about the post's terribly structured format that again, is copy and pasted from the Wiki. I want to go more in-depth in this discussion, but its hard to keep track of what you are exactly proposing within it. 

10 minutes ago, ArkThanatos said:

BTW shield on atlas is freaken useless.
and a movement speed buff wouldn't harm him at all. 

The problem with removing shields from Atlas is that it would be infuriating to play with out them, think about it. Being able to properly get a proper amount of armor (especially with your new proposed maxed amount which is way too high), but constantly being damaged would be infuriating. Yes, your idea for making any excess healing converted into armor, that's something that should have been in from the start, yet without shields there's no way to guarantee you're going to get your full amount of armor because you'll be constantly healing as well. Also, it would make no sense to give Atlas a speed buff because he's supposed to be a Tank, it's contradictory to his design.

15 minutes ago, ArkThanatos said:

love how soon as anyone talks about a rework for atlas everyone says he is fine. but in the same breath will say he is bad needs a rework and the data back it up. as he is one of the least played frames because he needs a rework. 

When did I say Atlas doesn't deserve a rework? Because I actually think he does, just not in this crazy way of completely reinventing him. My main issue with these ideas is that they go way overboard in some areas, yet change so little as well. His 1 is unchanged mechanically but has a new Exalted weapon function to it?... which is unnecessary since his first ability is completely fine. I'm confused on what 2's new activation is even supposed to be (because of the weird format). 3 also just has some numbers increased and now summons Rumblers on enemies killed? That makes no sense and would be technically impossible. And his new 4th ability just seems complex and way too strong, plus a nightmare to program (because if he literally grows in size, I don't see that happening). Look, I would go more in-depth, but  I can't understand what you are exactly going for at all.

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2 minutes ago, xZeromusx said:

This number 4 honestly feels worse. I'll give you that his current 4th ability would make an amazing augment for his 3rd skill, but I would do something else than a energy drain buff on top of the buffs you've already given to his health, armor, and speed.

I know it might seem a bit "Avatar" and might be a bit "ember" but for an earth/tectonic frame, Atlas has nothing about lava or magma. This would be an amazing, untapped source for ideas. Things like volcanic eruptions in random places that spew lava, burning enemies to a crisp, and spawning a set number of rubble pick-ups from each eruption zone as well as more from enemies that die in the eruption.

im working off the fact he is suppose to be a titan by legend and a Brawler in game. if you do the calculation on it it would actually work to his advantage (also the augment then makes him a real team player), it makes him a proper tank, that can scale with the Game. so for people who like quick runs or endurance he would work to both benefits.

as for the idea you gave, that would be pretty awesome, BUT that does fall under more the ancient god Vulcan.Atlas is a Earth God, so he be more Earthquake. 
yes the speed HP and armor are a buff, but atm he can take a few shots in Mot and out right Die. even if you build him tanky he will die rather quickly. 
i ask you have a look at the whole rework idea and think of how many builds you could make with him for Both Endurance and quick missions. cos i can see a few builds here. 
also the energy drain is Increased Due to how the ability works. so it will still drain you as a trade off. 

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It's not really an issue with the energy it drains, but how the HP will work off of current mods in the game. Currently, his HP starts at 100. Upping that to 250, removing shield, yes, but then also buffing his armor with rank, you're looking at a significant difference here in tank ability. Currently, at 100, his health gets up to 740 with a max Vitality. At 250 base and 700 max, you're now looking at 1800 with max vitality. Then you have armor buffed to nearly Valkyr levels, I think you've done plenty already to make him naturally tanky with the changes to his base stats.

I'd look to his 4th skill to increase his ability to tank in other ways, such as playing up his rubble even more than the rumblers currently do. Maybe not necessarily go the magma theme if the idea is to maintain his realm to earth and ground. You can still do other interesting things with tectonics. Banshee already has quake (which makes almost no sense, and is another frame that honestly needs some changes too) but you may consider doing a two fer by suggesting a dual frame rework. Adjust Banshee to make her more viable while relieving her of her 4th and its augment to see it places on Atlas instead in better fashion.

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3 minutes ago, Scruffel said:

Actually I did give criticism, it's about the post's terribly structured format that again, is copy and pasted from the Wiki. I want to go more in-depth in this discussion, but its hard to keep track of what you are exactly proposing within it. 

The problem with removing shields from Atlas is that it would be infuriating to play with out them, think about it. Being able to properly get a proper amount of armor (especially with your new proposed maxed amount which is way too high), but constantly being damaged would be infuriating. Yes, your idea for making any excess healing converted into armor, that's something that should have been in from the start, yet without shields there's no way to guarantee you're going to get your full amount of armor because you'll be constantly healing as well. Also, it would make no sense to give Atlas a speed buff because he's supposed to be a Tank, it's contradictory to his design.

When did I say Atlas doesn't deserve a rework? Because I actually think he does, just not in this crazy way of completely reinventing him. My main issue with these ideas is that they go way overboard in some areas, yet change so little as well. His 1 is unchanged mechanically but has a new Exalted weapon function to it?... which is unnecessary since his first ability is completely fine. I'm confused on what 2's new activation is even supposed to be (because of the weird format). 3 also just has some numbers increased and now summons Rumblers on enemies killed? That makes no sense and would be technically impossible. And his new 4th ability just seems complex and way too strong, plus a nightmare to program (because if he literally grows in size, I don't see that happening). Look, I would go more in-depth, but  I can't understand what you are exactly going for at all.

fair enough. i retract my original statement. 

i addressed the Armour HP overflow, it wouldn't really affect it that badly at all. i play him alot and most the time when his shield is down all you need to do is 3 then press 1,
his 1 is the same, just changed up, not exalted, still stat stick reliant.
His 2 works as it does when u first cast, but you can target them with your 1 to turn it into a claymore essentially. turning his 1\2 into a ranged ability (basically u punch wall wall breaks and projectiles fly in direction of what ever direction the wall is facing)
when u simple cast 2 then 1 it is just impact projectile based weapons. 
when u cast 2, 3 then 1, it makes the wall Brittle changing the damage type to Slash. creating a change which synergies. you want the extra damage you have to spend more energy.

his 3 would function like inaros sand spectres in essence. just rumblers instead. so rather easily to implement.
his 4th doesn't increase his physical size. its basically like a Rhino Charge\nerfed volt speed, just controllable. 

thou i do agree that it may need some fine tuning, its just more or less a place holding idea. 
most of these things in essence already exist within the game. its more a reskinning job and some tweaking.

largely you look at how atlas plays. up front in the fray. the lack of a shield doesn't really matter, specially if you are in the higher levels. that shield doesnt stop a butchers fart. 
it means rather than just 1 spamming it moves him into relying on all of his Kit, his 2 for cover, his 3 to cc and 1 to dmg get HP and armour. 
making him not a 1 trick pony, but a more tactical frame. not a 1 button an done, but combining his whole kit. 
mobility is a issue he has an makes him clunky as hell to play. its kinda unpleasant, he is suppose to stay on the ground by his design. but you have to bullet jump everywhere to make any progress where everyone else basically can out run him. if he is suppose to be in the front line, being slow makes him suffer an goes against his kit, he should be agile, not a drunk rhino in a shopping trolly. 

for the better part i effectively play him with no shield, i can still easily stack armour, because his 1 gives him invun, so you use have to play accordingly. 
 

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6 minutes ago, xZeromusx said:

It's not really an issue with the energy it drains, but how the HP will work off of current mods in the game. Currently, his HP starts at 100. Upping that to 250, removing shield, yes, but then also buffing his armor with rank, you're looking at a significant difference here in tank ability. Currently, at 100, his health gets up to 740 with a max Vitality. At 250 base and 700 max, you're now looking at 1800 with max vitality. Then you have armor buffed to nearly Valkyr levels, I think you've done plenty already to make him naturally tanky with the changes to his base stats.

I'd look to his 4th skill to increase his ability to tank in other ways, such as playing up his rubble even more than the rumblers currently do. Maybe not necessarily go the magma theme if the idea is to maintain his realm to earth and ground. You can still do other interesting things with tectonics. Banshee already has quake (which makes almost no sense, and is another frame that honestly needs some changes too) but you may consider doing a two fer by suggesting a dual frame rework. Adjust Banshee to make her more viable while relieving her of her 4th and its augment to see it places on Atlas instead in better fashion.

yeah i agree, the original Armour buff was done long before the 4th rework idea, so that could be nerfed so he relies more on his passive, defiantly, (with how his passive rework idea goes id be more inclined to give him 100 armour). 

His 4th is designed to make him either a solid solo player OR with augment a Team playing Juggernaut, with the augment it solves a few issues he has, team benefits, and Endurance survivability. it makes him Like an Oberon with phoenix renewal, but it costs him his Armour Stacks. (think Oberon meets Nidus). his reworked 1 allows him to continually stack regardless of level, his 2nd now works with his 1 and still works with his 3, giving him a full synergy kit. his 4th and reworked stats solve the current issue of Dead slow (if you are in mot its mostly just dead). with his 4th passive working away over time. it keeps him really close to what he already is. but moves him up in the world. he would be pretty stack reliant, he would be energy hungry as the trade off to being strong. 

if you really think about it, Mallet exists. atlas wouldn't be that strong. he be more akin to Nidus, just where as nidus can sit in one spot for Hrs, Atlas would still have to move about ALOT. it would give him 1 major change for short missions, being he is faster, and still just as strong as he currently is. just less clunky, with a new shiny ability which allows you to Run thru the mission... and mobs.
he also would be the 3rd warframe that can run about in an endurance run an not die, EXCEPT he would be able to dish out damage, where as valkyr and wukong kinda stop in the 150 range, they might not die, but they run out of puff, Atlas could keep on going, support a team in the Process, he could Bring a whole new play style in, with multiple Builds. he wouldn't be the just build for 1 ability frame any more, he would be able to play different styles. 

who could say no to a really flexible Frame. he doesn't have a weapon Buff as such, he isn't stealthy, but when it comes down to team who needs a brawler, tanky support, well you aren't stuck with just oberon any more. atlas would be here to help.

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I play every frame, so I don't really think of getting "stuck" with Oberon, though he is indeed one my favorites for support along with Trinity too. The big difference though between Nidus and Atlas armor is that Atlas starts with 450 armor, meaning Steel Fiber benefits more off of Atlas' current armor. I think your changes to 1,2, and 3 are excellent ideas. You've buffed his armor, you've buffed his health, you've done well buffing his 1,2, and 3 already for attack, defense, and CC respectively. His 4th being another straight forward defensive buff just feels like more on top of more on top of more. With a quake like skill, you could do damage and CC and defense if you have it also spawn rubble. A quake type skill fits well with his theme too.

The only other thing I can think of to suggest, and this might be kind of interesting, is a summoned bolder which you can shoot or hit with melee weapons to give it momentum and increased damage while it rolls around. His 1st skill could help move it, his 2nd skill could be consumed to buff its damage more, and his 3rd as well. IDK, between a rolling globe or a quake type skill, there's too many concepts I imagine for him that it's hard to say precisely what I like most.

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4 minutes ago, xZeromusx said:

 I think your changes to 1,2, and 3 are excellent ideas. You've buffed his armor, you've buffed his health, you've done well buffing his 1,2, and 3 already for attack, defense, and CC respectively. His 4th being another straight forward defensive buff just feels like more on top of more on top of more. With a quake like skill, you could do damage and CC and defense if you have it also spawn rubble. A quake type skill fits well with his theme too.

like i said, the stats i put in were before the 4 rework, the HP id probably keep, but nerf the 4th buff to it. nerf is Base Armour. He is suppose to be a defensive brawler.
but to go back to the oberon Statement, what other Healing\dmg negation tank support is there. because im really stuck on just oberon. Trinity is great she is, but she isn't a tank like Oberon. Atlas and Oberon could be 2 sides of the same Coin, giving you another option. 

as for the quake ability. i think its a little too close to Banshees, and because of its Large AOE it got the Nerfs, no one seems to like AOEs... just ask Ember, Last thing Atlas needs is a Nerf. move him into the Space Between the Brawlers and the Healers\supports and you have a Solid Frame that can fit into alot of teams, atm Brawlers dont fit many teams, supports aren't everyones favs to play either. make a frame that sits inbetween and you give a versatile Frame, which is the design of his 4th with Augment, With out the Augment he is a pure Dmg Dealer (which you could buff with Volt Speed!. see there is something different. can be buffed with Strength or Volt Speed buff would also buff him XD) 
also i just removed the Boulder from his Kit.. i dont wanna put it on his 4th XD haha i hate that boulder, its only purpose is to troll your team mates and push them into the enemies XD 
could u imagine what would happen if you made it his 4th. the trolling would be horrible. like Vauban bounce pad spam troll awful 

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Trinity can be fairly tanky, even without armor. Between Blessing giving 75% damage reduction + full heal and Link redirecting damage, infinite energy with vampire, she's pretty hard to go through. Quake was nerfed, but the augment for it wrecks with efficiency. As for the bolder, obviously the mechanics of it would need to change to not mess with players. If anything I'd see it bounce off them into a new direction. Think more Mirage's 4th ability, bouncing off of surfaces, but instead of lasers, doing impact damage to enemies it hits and redirecting when contacting allies.

I imagine something like this gif, lol... but without allies being affected, just bouncing off them into another direction like any other surface.

https://tenor.com/view/kid-kick-globe-fall-wasted-gif-4895375

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Ehh, a meteor shower doesn't seem very earthy/tectonic themed.

If I we're to stick to this current 4th ability, here's what I would adjust.

 

Strength of the Titan. Cost 100 energy to activate and 20/16/13/10 energy per second to maintain
Atlas Gains Mass, and his Armour Hardens. He becomes unstoppable by enemy unites running thru them.
Increasing His HP by 25/50/75/100%, current rubble stack By 10/15/20/25% and rubble pick ups give 10/15/20/25% additional rubble
Atlas also gains +25%Casting speed and +5/10/15/20% movement and gains 2.5% more momentum every 2.5 meters he moves if he hasn’t hit any enemies up to +20% movement speed. If atlas collides with Enemies the Will Take 300/600/900/1200 impact damage + (2.5x1.1[Movement speed] x 0.5power strength). whilst knocking them down and resetting his momentum. Enemies that die to this skill drop rubble pick ups.
Atlas also takes 50/60/70/80% Reduced Damage (95% max with ability strength). Before Armour.
Atlas cannot be CCed for the duration of this skill.

Atlas’s Land Slide will also deal 10/15/20/25% more damage.
Petrified enemies will receive 10/20/30/50% more damage if ran into.

Augment. Roar of the Titan: Range 10/12.5/15/20M

Atlas lets out a roar, fearing enemies around him for 1/2/3/4 second when activating Strength of the Titan. Currently downed allies in radius are rallied by the roar.

Mod effects: Efficiency affects casting cost and energy drain. Duration affects energy drain and augment fear. Strength affects HP increase, damage reduction, Land Slide buff, and Petrified buff. Range causes momentum to build up faster (decreasing the distance you have to move to get the same momentum increase) and increases the range of the augment.

What I changed and why:

Moved the fear down to the augment. It makes little sense for enemies that can't see Atlas being feared, and on a skill where you're also able to do significant damage by contacting them, it hardly makes sense for the base skill to cause them to also run away from you, making it harder to catch them. A roar made more sense for this so I moved it to the augment. I removed the armor increase. You're already reducing damage in before armor, significantly, this seems like a lot on top of already too much. Reduced the movement speed buffs. If you've played Nezah, you understand how much of a headache it becomes to handle a frame with significant movement speed and significant momentum above 1.5. I also changed the momentum buff to be based on range moved rather than time, since building momentum is done via movement and acceleration, not by standing still and letting it build for a few seconds. Because of the reduced movement speed and momentum increase, I added a 4th stage to the damage for 1200. I wasn't sure what that +energy meant by Land Slide and Petrified, and if it meant that it increased their costs, I would remove those as well. You're already draining energy and making it where you can't benefit from Energizing Dash and Energy Vampire with this skill, that's significant enough. I also changed the Augment from a buff to a cast effect on downed allies. An augment to resurrect allies on fatal damage exists on Oberon, and I've yet to see one that allows you to rally them in an AOE. While yes, a buff that raises allies on lethal damage is great, and I do use Oberon's Phoenix Renewal, it's useless on allies that are already downed. This gives Atlas a very strong, unique, and niche support augment while CCing enemies at the same time. That's the direction I would take anyways. Also, I added stages to the skill to better represent the fact that skills rank up from 0 to 3, so they need 4 stages rather than 3.

Edited by xZeromusx
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6 hours ago, xZeromusx said:

 I also changed the Augment from a buff to a cast effect on downed allies. An augment to resurrect allies on fatal damage exists on Oberon, and I've yet to see one that allows you to rally them in an AOE. While yes, a buff that raises allies on lethal damage is great, and I do use Oberon's Phoenix Renewal, it's useless on allies that are already downed. This gives Atlas a very strong, unique, and niche support augment while CCing enemies at the same time. That's the direction I would take anyways. Also, I added stages to the skill to better represent the fact that skills rank up from 0 to 3, so they need 4 stages rather than 3.

the thing is you are forgetting he can Gain energy Back with Rage and Hunter Adreniline. the reason i buffed his Passive Armour was so it became a Trade off later with his 4th. Anyone who goes Down consumes 1500 Rubble. where as renewal is just purely energy based, this means Atlas has to stay Active. if he stands about he will lose Rubble, so while its active he has to keep moving to keep killing to restock his Rubble, as they can die again after 8 seconds. making atlas weaker, where as oberon renewal has a 90 second CD. oberon isn't in so much Damage. Atlas is do he has to keep fighting. so by doing that it actually uses his Rubble in a new way. its about making his Whole kit interact. everthing working together. 
the augment change with the fear, fair enough. but trust me they wont out run him. raising the fallen as an additive would make it stronger yes, but if you were putting that it. id make it use 2x the Rubble. to insta rez a downed allies. 
basically think of it like this, the Juggernaut from Xmen. thats kinda what he becomes while running. the rubble.
trust me play him and seriously think about it. think of using the original rework idea, go to mot, and try it out with the current atlas and think of how he would work under the new rework.

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Il y a 10 heures, ArkThanatos a dit :

the thing is you are forgetting he can Gain energy Back with Rage and Hunter Adreniline. the reason i buffed his Passive Armour was so it became a Trade off later with his 4th. Anyone who goes Down consumes 1500 Rubble. where as renewal is just purely energy based, this means Atlas has to stay Active. if he stands about he will lose Rubble, so while its active he has to keep moving to keep killing to restock his Rubble, as they can die again after 8 seconds. making atlas weaker, where as oberon renewal has a 90 second CD. oberon isn't in so much Damage. Atlas is do he has to keep fighting. so by doing that it actually uses his Rubble in a new way. its about making his Whole kit interact. everthing working together. 
the augment change with the fear, fair enough. but trust me they wont out run him. raising the fallen as an additive would make it stronger yes, but if you were putting that it. id make it use 2x the Rubble. to insta rez a downed allies. 
basically think of it like this, the Juggernaut from Xmen. thats kinda what he becomes while running. the rubble.
trust me play him and seriously think about it. think of using the original rework idea, go to mot, and try it out with the current atlas and think of how he would work under the new rework.

My point was to not have an augment like Oberon's though. Instead of raising an ally when they do go down, I was considering an augment that raises allies that are already down when you initially cast the 4th ability. With Oberon, it's just a part of his original buff on Renewal. With this, it's just a single cast AOE, not a buff. You wanted some increase in his support capabilities, but you've already increased his defense, damage, and CC capabilities. Any more, and what's the point of playing anything else ever? I am thinking about how he plays as well as how all the other frames in the game play, since I play them all. I also don't recall Juggernaut from X-men having healing or resurrecting capabilities either. Further, Atlas already uses his Rubble, and that rubble falls off continuously. Even with your changes, maintaining your rubble while it is still falling off over time is going to make such a support skill difficult to use. I also don't see the logical connection between your rubble and raising a downed ally. A roar that rallies them, like a battle cry, makes sense for raising allies from downed, and such a skill type has been used in many other MMO style games as well.

Further, rage and hunter adrenaline work for EVERY drain skill in the game. You're essentially getting no benefit above them. The only point to increasing your energy drain on other abilities is to just sink in energy then, which doesn't exactly balance the skill, it just makes it short lived and people will be quick to exclude it from their tool kit then or exclude those skills in particular. The initial cost and the subsequent drain is already significant enough. I wouldn't make energy maintenance on top of rubble maintenance any worse.

Edited by xZeromusx
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