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About Volt Rework


(PSN)FrancisChrisWong
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Volt Rework

Volt is well-balancing warframe who have powerful electrokinesis (not only damage hostiles, but also increased speed of Volt and his allies and create shield to protect them) and competent to many different missions. However, his weaknesses is not only poor armor (easily vulnerable when not used "Electric Shield"), but also noticeably lacks of many special traits and have limited potentials. These weaknesses make him slightly weaker than other warframe (such as Frost, Ember etc). Hence, I don't think Volt need to be buffed, indeed he need to completely "Rework". There are my ideal concepts of Volt rework:

1. Passive (NEW: Unstable Storm) : Any enemies who killed by Volt (either his weapons or abilities) have 20% chance to create mini electrical blast (Damage: 300; Radius: 4m) and release mini lightning storm (Damage: 50 (DPS); Radius: 4m; Duration: 10s). Volt and his allies affected by electrical blast or lightning storm will restore some energy (40 from electrical blast immediately; while 5 from lightning storm continuously).

Reason: It is because his old passive difficult to reach the highest damage and effectiveness (especially when faced too many hostiles with continuous hostile spawns).

 

2. 1st Ability (NEW: Chain Shock) : Remain same like "Shock" but added "Charging" function (function similar to Hydroid 1st and 4th abilities). It means tapping the button initiates cast the ability immediately. Hold the button for up to 2s allows Volt to charge his lightning for up to maximum 200% damage and chain links and also increased maximum stun duration and cast range by 200%, in exchange for energy cost. This ability has have 2 charging stages. 

  • Strength:

1.          75/100/125/200 (uncharged damage); 150/200/250/400 (charged damage).

  • Duration:

1.          3/4/5/7s (uncharged stun duration); 6/8/10/14s (charged stun duration).

  • Range:

1.          7/10/12/15m (uncharged chain link range); 14/20/24/30m (charged chain link range).

  • Misc.:

1.          2/3/4/6 (uncharged chain link number); 4/6/8/12 (charged chain link number).

2.      Bonus multiplier when used "Lightning Storm": +50%

  • Energy Cost: 25 - 50 (For maximum charged ability) 

Reason: It is because it can allow Volt can deal more damage to his enemies with reasonable costs. Also, there are many 1st abilities of some warframes have high damage potential and some special, versatile effects (Such as Ember’s ‘Fireball’ can charge up to deal greater damage; Revenant’s “Enthrall” not only as mind control and influence other hostiles, but also leave energy pillars (have high DPS) when they killed).

 

3. 2nd Ability (NEW: Charged Burst, replace “Speed”) : Volt will emit powerful and deadly electrical blast not only damage and electrified any nearby hostiles (which they are not only take damaged, stunned and emit arcs of electricity like Tesla coil, but also take more damaged from electricity and its related combined elements (corrosive, magnetic, radiation) during stunning status), but also let Volt and his nearby allies enter "Ionization" status, which they are not only temporarily increased their speed (including movement speed, reload speed etc), weapon damage and gain extra electricity damage and status chance, but also inflict electricity damage to hostiles they torched while move (shocking speed mod effects will be regularized permanently). Also this ability can be charged up to increase the effectiveness of ability at the cost of more energy. The ability has have 3 charging stages.

  • Strength:

1.          200/250/300/450 (uncharged blast damage); 300/375/450/675 (halved charged blast damage); 400/500/600/900 (fully charged blast damage);

"Ionization":

1.      +20%/+25%/+30%/+40% (uncharged speed buff); +30%/+37.5%/+45%/+60% (halved charged speed buff); +40%/+50%/+60%/+80% (fully charged speed buff).

2.      +10%/+15%/+20%/+30% (uncharged base weapons damage buff); +15%/+22.5%/+30%/45% (halved charged base weapons damage buff); +20%/+30%/+40%/+60% (fully charged base weapons damage buff).

3.      +50%/+55%/+60%/+80% (uncharged electricity based damage buff); +75%/+82.5%/+90%/+120% (halved charged electricity base damage buff); +100%/+110%/+120%/+160% (fully charged electricity base damage)

4.      100/120/140/200 (uncharged contact damage); 150/180/210/300 (halved charged contact damage); 200/240/280/400 (fully charged contact damage)

  • Duration:

1.         5/6/7/10s (uncharged stun duration); 7.5/9/10.5/15s (halved charged stun duration); 10/12/14/20s (fully charged stun duration)

2.         8/9/10/16s (uncharged “Ionization” duration); 12/13.5/15/24s (halved charged “Ionization” duration); 16/18/20/32s (fully charged “Ionization” duration)

  • Range:

1.          7/10/12/15m (uncharged blast range); 10.5/15/18/22.5m (halved blast range); 14/20/24/30m (fully charged blast range)

  • Misc.:

1.          Electricity status chance: +50%;

2.          Status duration of electricity and its related combined elements: +50%;

3.          Electricity-based and its related combined elements damage multiplier to electrified enemies: 2x/3x/4x/6x (uncharged); 3x/4.5x/6x/9x (halved charged); 4x/6x/8x/12x (fully charged);

4.          “Ionization” affinity range: 50m.

 

5.      Bonus multiplier when used "Lightning Storm": +50%

  • Energy Cost: 50 - 100 (For maximum charged ability); 75 (For halved charged ability)

Reason: It is because it can give Volt self defensive ability to survive in battlefield (especially when Volt overwhelmed by too many hostiles). Also, it allow Volt have many special effects to improve his effectiveness in battlefield. For “Reloading Speed”, There are many 2rd abilities of some warframes, have good and versatile effects with reloading speed buffs (such as Chroma’s “Elemental Ward” (With toxic enhancement) not only increase reloading speed but also holster speed and inflict toxic damage to hostiles within).

 

4. 3rd Ability (NEW: Electric Aura, replace “Electric Shield”) : Volt will create 3 different type of electrical energy fields depend on his different movements, to reverse the fate of battlefield. These energy fields not only have good offensive and defensive abilities, but also have many special effects to deliver many destructive potential powers which lethal to any hostiles (when they affected, they also emit arcs of electricity like Tesla coil) and benefit to Volt and his allies (they can recover some of their shield slowly). Combined with other abilities will become much more powerful and deadly. Each of the field can be deployed once but can be deploy all of three at the same time.

When Volt is standing (not moving), he will create larger, fixed, sphere-shaped absorb electrical shielding energy field, while he will create large mobile sphere-shaped reflect electrical shielding energy field (similar arctic eximus) when he moving. Both of them not only damage any hostiles who either nearby or within the field, but also protect anyone inside the field from incoming hostile fires (By the way, absorb electrical shielding energy field energy field also absorb any hostile fire and convert absorbed damage into deadly electrical energy blast after the end of energy field duration. While reflect electrical shielding energy field can reflect hostile fire to their attacker). Beware, if hostiles enter into the field, they can still deal damage to Volt and his allies inside the field (but they still have little damage reduction).

When Volt is crouching, he will smash the ground (like movement of Ember 3rd ability) create much larger pure-offensive electrical energy field (it is only one which have no defensive ability and cannot block any outside hostile fire), which not only damage any enemies who either nearby or within the field, but also stun and electrified them for a long time. Like reflect electrical shielding energy field, pure-offensive electrical energy field will explode violently after the end of its duration (Unlike reflect electrical shielding energy field, its extra damage of electrical blast is based on players’ damage inflict electrified hostiles within the field).

  • Strength:

Absorb Electrical Shielding Energy Field:

1.          100/150/200/400 (nearby damage); 300/450/600/1200 (damage during entry into field); 200/300/400/800 (inside damage (DPS));

2.          400/500/600/1000 (base electrical blast after the end of field);

3.          1%/2%/3%/5% (Converted shield recovery amount from damage dealt by field).

Reflect Electrical Shielding Energy Field:

1.          150/200/250/500 (nearby damage); 400/600/750/1500 (damage during entry into field); 300/400/500/1000 (inside damage (DPS));

2.          1%/2%/3%/5% (Converted shield recovery amount from damage dealt by field).

Pure-Offensive Electrical Energy Field:

1.          200/250/300/600 (nearby damage); 600/750/900/1800 (damage during entry into field); 400/500/600/1200 (inside damage (DPS));

2.          500/600/700/1200 (base electrical blast after the end of field);

3.          1%/2%/3%/5% (Converted shield recovery amount from damage dealt by field).

  • Duration:

Absorb Electrical Shielding Energy Field:

1.          12/15/18/25s

Reflect Electrical Shielding Energy Field:

1.          15/20/25/40s

Pure-Offensive Electrical Energy Field:

1.          6/8/10/15s

  • Range:

Absorb Electrical Shielding Energy Field:

1.          4/8/12/20m

Reflect Electrical Shielding Energy Field:

1.          5/6/7/10m

Pure-Offensive Electrical Energy Field:

1.          10/15/20/30m

  • Misc.:

Absorb Electrical Shielding Energy Field:

1.          Hostile fire damage converted into extra damage of electrical blast: 1%/1.2%/1.4%/2%

Reflect Electrical Shielding Energy Field:

1.          Chance to reflect damage to hostile attacker: 50%

2.          Reflected damage multiplier: 2x

Pure-Offensive Electrical Energy Field:

1.          Electricity-based and its related combined elements damage multiplier: 2x/3x/4x/5x (can be stack with Charged Burst’s multiplier)

2.          Status duration of electricity-based and its related combined elements: +50%

3.          Hostile Armor Reduction: 20%

4.          Players’ Damage (from both weapons and abilities) to hostile converted to extra damage of electrical blast: 5%

Overall:

1.          Damage bonus: 50%

2.          Critical bonus: 2x

3.          Damage reduction inside the field: 20%

4.          Ability damage multiplier when used chain shock (no matter charged or not) to field: 2x

 

5.      Bonus multiplier when used "Lightning Storm": +50%

  • Energy Cost: 75

Reason: It is because there have too many warframes with good multi-functional AOE defensive ability (such as Frost’s Snow Globe, Limbo’s Cataclysm with Stasis, Gara’s Vitrify and much more). His Electric Shield is good but have very limited block corner (only frontal), and must deploy more to gain all-corner directional protection (which is quiet trouble, while Frost can deploy all-cornered, permanent Snow Globe (also have a chance to slow hostiles within and can be detonate by use his 1st ability on Snow Globe) easily and immediately). It makes “Electric Shield” become almost useless because it cannot defend Volt and his allies in all corner direction and take no damage (especially play Riven mods challenges). Also, His frontal “Electric Shield” will be significantly less useful because Garuda’s 1st ability “Dread Mirror” can create larger, powerful, frontal shield in front of her, this shield not only protect her through the player’s camera direction and damage any hostiles who contact it (she can used any weapons when equipped the shield, while volt can only used secondary or melee weapons when equipped the shield), but also can absorbed hostile fire damage which can converted to her “Dread Heart” extra damage, in which she throw powerful and deadly explosive projectile toward the location on the aiming reticle.

 

5. 4th Ability (NEW: Lightning Storm, replace “Discharge”) : Volt will hovering into air and release continuous powerful, destructive and deadly energy stream mix of lightning bolts and electrical beams (similar to Poseidon’s Rage from God Of War 1) around him, and then he will create extremely destructive and deadly electrical blast (extra damage can gain from damage multiplier bonus buff after the end of “Discharge”, like mini nuclear explosive). This stage is called “Discharge”, not only lethal to any hostiles, but also Volt can gain temporarily buffs. He gain extra damage multiplier buff depend on numbers of hostile affected by “Discharge”, and immediate shield recovery amount depend on converted damage from “Discharge” inflict damage to hostile (which can be overshield but still remain same amount. If the recovery amount is exceed the overshield threshold, it still become his temporarily current shield amount but exceed amount will disappeared after the end of “Discharge” buffs duration, which converted extra damage of electrical blast after the end of “Discharge” buffs).

After “Discharge”, Volt is still hovering, which is called “Storm” status. This status allow Volt have small electrical shielding energy field around him, protect him from any damage and negative status effects (which means he is complete invulnerable to any damage and status effects). He also have massive energy field mix of electrical energy and lightning storm (electrical field can enhance “electricity” status while lightning storm provide powerful pure-offensive effectiveness) around him, they are not only wreak destructive havoc, but also give him various, unique, powerful and deadly potential powers. In “Storm” status, Volt can cast various, powerful and deadly electrical based attacks by his electrokinesis (such as create multiple destructive electrical energy fields, blasts, lightning storms and much more). When tapping the “melee” button, he would cast various powerful electrical fields, blasts and lightning storms depend on different melee stances, they can gain extra damage multiplier bonus come from converted total damage of all weapons (Higher damage weapons will have greater extra damage multiplier bonus). When tapping the “weapon fire” button, he would shoot various powerful shots lightning stream and electrical beam to attack targeted hostiles (Lightning stream have shorter range but can link up many hostiles while electrical beam have longer range and greater damage). Also, they can gain extra damage multiplier bonus come from converted total damage of particular different weapons (Higher damage weapons will have greater extra damage multiplier bonus)

When equipped rifle (including launchers), Volt will fire well-balanced (It’s only drawback is lowest damage potential) semi-auto shot mix of lightning bolts and electrical beams which suitable all range.

When equipped sniper rifles and bows, Volt will fireshot most powerful, highest damage potential (with innate punch through), but have lowest ROF charged shots mix of lightning bolts and electrical beams which suitable mid – long range.

When equipped shotguns, Volt will fire shortest range and inaccurate but have decent damage potential, high DPS and ROF continuous energy stream mix of lightning bolts and electrical beams which suitable close range (barely decent mid range). (Similar Emperor Palpatine’s Force Lightning from Star Wars)

When equipped secondary weapons (no matter what kinds of its), Volt will fire good accurate, decent damage potential, highest DPS and ROF but have lowest base damage full-auto shots mix of lightning bolts and mini electrical balls (which can bounce off of hostiles and terrain by 4 and +20% distance) which suitable all range (best in short-mid range). (Similar Lightning Bolt from Infamous 1 and Bolt Stream from Infamous 2)

This ability can inflict extra damage to electrified hostiles (they also emit arcs of electricity like Tesla coil) and Volt generate deadly electrical pulse by each 60s. Hostiles killed by this ability will have 100% chance to create mini electrical blast and release mini lightning storm (to response his new passive ability). Combined with other abilities would become more powerful and deadlier.

When the end of “Storm” stage, Volt will fall and smash on the ground to generate deadly electrical blast. Furthermore, the “Discharge” damage bonus buff still available in spite of the end of “Storm” stage.

  • Strength:

Discharge

1.          200/250/300/400 (Lightning stream damage)

2.          300/350/400/600 (Electrical beam damage)

3.          500/600/700/1000 (Total Damage)

4.          800/1000/1200/1500 (Base electrical blast (after the end of “Discharge”) damage)

5.          600/700/800/1200 (Base electrical blast (after the end of “buff” duration) damage)

6.          10%/15%/20%/30% (Converted shield recovery amount from each hostiles damaged by “Discharge”)

 Storm

Lightning Stream and Electrical Beam (Semi-auto; from rifle (including launcher))

1.          200/250/300/500 (Lightning stream damage)

2.          350/400/450/750 (Electrical beam damage)

3.          2%/4%/6%/10% (extra damage per % converted 50 weapon damage)

Lightning stream and electrical Beam (Full-Auto (Continuous); from Shotgun)

1.          500/600/700/1000 (Charged Lightning stream damage); 1000/1200/1400/2000 (Charged Lightning stream damage)

2.          800/1000/1200/1500 (Charged Electrical beam damage); 1600/2000/2400/3000 (Charged Electrical beam damage)

3.          10%/20%/30%/50% (extra damage per % converted from 50 weapon damage)

Lightning stream and electrical Beam (Charged Shot; from snipers and bows)

1.          100/150/150/300 (Lightning stream damage)

2.          200/250/300/600 (Electrical beam damage)

3.          5%/10%/15%/25% (extra damage per % converted from 50 weapon damage)

Lightning bolts and mini-electrical balls (Full-Auto, from secondary weapons)

1.          75/100/125/250 (Lightning bolts damage)

2.          50/75/100/200 (mini-electrical balls damage)

3.          5%/10%/15%/25% (extra damage per % converted from 50 weapon damage)

Electrical energy fields, blasts and lightning storms

1.          200/250/300/500 (Electrical field (around Volt) damage)

2.          300/400/500/800 (Electrical field (when volt used “melee” attack) damage)

3.          400/450/500/700 (Lightning storm (around Volt) damage)

4.          500/600/700/1000 (Lightning storm (when volt used “melee” attack) damage)

5.          600/700/800/1200 (Total damage (around Volt))

6.          800/1000/1200/1500 (Electrical blast (when volt used “melee” attack) damage)

7.          200/250/300/500 (Electrical pulse (Generated by each 60s) damage)

8.          500/750/900/1200 (Electrical blast (After the end of “Storm” stage) damage)

9.          5%/10%/15%/25% (Extra damage per % converted from 100 total damage of all weapons)

Overall:

1.          3x/5x/7x/10x (Ability damage multiplier bonus on electrified hostiles)

  • Duration:

Discharge

1.          4/8/12/20s (Buffs duration)

Storm

1.          5/10/15/30s (Electrical field duration);

2.          4/7/10/15s (Lightning storm duration);

3.          Channeled energy costs still affected by ability duration.

  • Range:

Discharge

1.          8/10/12/20m (“Discharge” range)

2.          10/15/20/30m (Electrical blast range)

3.          4/5/6/8m (Tesla effect radius)

Storm

Lightning Stream and Electrical Beam (Semi-auto; from rifle (including launcher))

1.          100/150/200/300m (Effective range)

2.          8/12/16/30m (Tesla link range)

Lightning stream and electrical Beam (Full-Auto (Continuous); from Shotgun)

1.          200/250/300/600m (Effective range)

2.          15/20/25/50m (Tesla link range)

Lightning stream and electrical Beam (Charged Shot; from snipers and bows)

1.          30/40/50/75m (Effective range)

2.          5/10/15/25m (Tesla link range)

Lightning bolts and mini-electrical balls (Full-Auto, from secondary weapons)

1.          100/150/200/300m (Effective range)

2.          8/12/16/30m (Tesla link range)

Electrical energy fields, blasts and lightning storms

1.          7/9/11/15m (Electrical field initial range)

2.          9/12/15/20m (Lightning storm initial range)

3.          9/12/15/20m (Electrical field (when volt used “melee” attack)) range)

4.          10/15/20/30m (Lightning storm (when volt used “melee” attack)) range)

5.          10/15/20/40m (Electrical blast (for all) range)

  • Misc.:

Discharge

1.          10s (“Discharge” duration)

2.          10% (Converted damage multiplier from each affected hostiles during “Discharge”)

 Storm

1.          Damage reduction: 100%

2.          Speed reduction: 50%

Overall:

1.          Status Chance: 100%

2.          Status Duration: +50%

3.          Chain link number: 7

4.          Bonus multiplier of other abilities during “Lightning Storm”: +50%

5.          Energy cost reduction of other abilities during “Lightning Storm”: -50%

·         Energy Cost: 75 (Immediately “Discharge”); 10 s-1 (Energy Darin during “Storm”); 20 s-1 (Energy Darin when fire during “Storm”); 15 (Extra cost for each electrical energy fields, blasts or lightning storms casted during “Storm”)

Reason: It is because his “Discharge” still weaker than other 4th abilities from some warframes because there are many warframes who have high damage potential 4th abilities with many special effects (such as Frost, his “Avalanche” can not only deal great damage, but also freeze them immediately, make them vulnerable to any damage from players’ fire in order to maximum damage potential of “Avalanche”; Octavia’s “Amp” can combined with other abilities become more powerful, versatile, and deadly, also it can benefit her allies effectively). If Volt’s 4th ability switch to continuous abilities with high damage potential (Like Excalibur, Valkyr, Revenant etc), he would become more powerful and unique to others.

 

Augmentation Mods:

1.          1st Tesla Shock (For Chain Shock): When Volt cast Chain Shock into hostiles that already affected by his ability again; damage will slightly increased and reduced energy cost. Damage multiplier bonus and stack up to 3 times.

   Strength: 4%/8%/12%/20% (Damage multiplier bonus)

   Duration: N/A

   Range: N/A

   Miscs: -50% (Energy cost reduction); 3 (Maximum stack)

2.          2nd Accumulative Blast (For Charged Burst): Volt and his affected allies will emit deadly electrical blasts after the end of “Ionization”. Extra damage of electrical blasts also gained from how much of damage they dealt and how long they traveled (10 point damage for 1 meter, can accumulating to maximum 1000/2000/3000/5000 bonus damage).

   Strength: 500/600/700/1000 (Base electrical blast damage); 1000/2000/3000/5000 (Extra bonus damage when traveled)

   Duration: N/A

   Range: 4/8/12/20m

   Miscs: 10 (damage converted when traveled 1 meter)

3.          3rd Electromagnetic Capacitance (For Electric Aura): Electric Aura’s fields will add 100% Magnetic status effect.

   Strength: N/A

   Duration: N/A

   Range: N/A

   Miscs: 25%/50%/75%/100% (Magnetic Status Chance)

4.          4th Electrical Amplifier (For Lightning Storm): When Volt used other abilities during “Storm” stage; he will temporarily gain damage and speed bonus. All bonus and duration can stack up to 4 times.

   Strength: 10%/20%/30%/50% (Damage bonus); 2%/4%/6%/10% (Speed bonus)

   Duration: 5s

   Range: N/A

   Miscs: 4 (Maximum stack)

Volt Stat. Change:

Normal Volt:

   Energy: 100 -> 150

Volt Prime:

   Speed: 1.0 -> 1.1

Conclusion:

Volt is one of three starter warframes, along with Excalibur and Mag. He is well-balanced warframe who can manipulate electricity and lightning and capable of face many different situations. However, he is noticeably lacks of some special effects and have limited potentials to maximum his effectiveness. (such as Limbo can use “Cataclysm”, “Rift Surge” and “Stasis” to maximum the effectiveness in some stationary mission such as defense etc; Zephyr become more versatile, powerful and useful after her rework, her former 2nd ability “Dive bomb” had been combined with 1st ability “Tailwind”, her new 2nd ability “Airburst” not only damage any hostiles but also increase effectiveness and damage potential of her 4th ability “Tornado”. The only disappointment is 3rd “Turbulence” change nothing, which make it become useless unless equipped with related augment mod “Jet Stream”. I hope “Turbulence” can damage (DPS) and slow hostiles within wind shield, and give Zephyr some special effect (such as damage reduction etc); Octavia is capable of empower anything and maximum any destructive potential with her combined abilities (such as combined with "Mallet", "Resonator" and "Amp", can reach up to highest damage potential and attracting hostiles to attack the "Mallet" and they taken greater damage from it).

 

These above article is my personal opinions. Thank you for reading.

Edited by (PS4)FrancisChrisWong
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That is a lot of effort put into building the most crowded rework suggestion I have seen, it is really interestingly thought out, however numbers on Electric Aura prove to be outright overtuned and thus, overpowered.

Also, I do not understand much the need to rework the absolute entirety of Volt, his abilities are solid and deal considerable damage, powercreep has been a thing hitting hard on the oldest of frames but these changes seem to be excessive and all the way through the roof.

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What even? In what world is Volt weaker than EMBER of all frames. Volt is more used and closer to the meta than either ember and Frost, and the only part of Volt tha's even really called to be changed is Speed, there's absolutely no need to completely replace his kit (especially when DE doesn't like scrapping 1 ability, let alone all of them. This much work is better off going towards a new frame).

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2 hours ago, Atsia said:

What even? In what world is Volt weaker than EMBER of all frames. Volt is more used and closer to the meta than either ember and Frost, and the only part of Volt tha's even really called to be changed is Speed, there's absolutely no need to completely replace his kit (especially when DE doesn't like scrapping 1 ability, let alone all of them. This much work is better off going towards a new frame).

Thank you for your opinions. Volt and Ember are have different abilities and purposes (Volt strong against Corpus; while Ember strong against Infested and Grineer). However, Volt still have lack of some special effects and potentials to reach his effectiveness. For example, Volt's "Electric Shield" is good but loss against other related special defensive abilities (such as Frost's "Snow Globe", Gara's "Mass Vitrify" etc). By the way, you can compare Volt's "Electric Shield" with other related special defensive abilities (such as Frost's "Snow Globe" etc).

 

Edited by (PS4)FrancisChrisWong
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2 hours ago, ScytodiDaedalus said:

That is a lot of effort put into building the most crowded rework suggestion I have seen, it is really interestingly thought out, however numbers on Electric Aura prove to be outright overtuned and thus, overpowered.

Also, I do not understand much the need to rework the absolute entirety of Volt, his abilities are solid and deal considerable damage, powercreep has been a thing hitting hard on the oldest of frames but these changes seem to be excessive and all the way through the roof.

Thank you for your opinion. This rework concepts are only for reference and the values of these abilities are only be simply estimated. If official Volt reworks were used these concepts, the right of final decision and actual results (including the values of these abilities) are control by DE, not me. The main focus is how to make Volt become more unique and useful. By the way, I am no intention to imagine Volt become God-like warframe.

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1 hour ago, (PS4)FrancisChrisWong said:

Thank you for your opinion. This rework concepts are only for reference and the values of these abilities are only be simply estimated. If official Volt reworks were used these concepts, the right of final decision and actual results (including the values of these abilities) are control by DE, not me. The main focus is how to make Volt become more unique and useful. By the way, I am no intention to imagine Volt become God-like warframe.

  1. multi volt, teams with more than one volt are worth examining what kinds of enfeeblements and bonuses one player can shoot through a team mate to teleport, or enffeble their weapon, cause arking, and magnetize bullets, collecting items also should be simple with friction and the thunder ability shoot, it should be allowed to be charged up, increasing visibility, and the warframes nearby who stand close to you or the shield should be granted with additional effects durations.
  2. additional passive traits for volt, and default presets. eventually i'd like warframes to have the swap and gearslot control, so like in destiny the players can get into the arsenal and pause menus to changebasic abilities, and equip new abilities, replace or enhance passive traits, lateral or symbolist tree, the operator stuff looks very decent but all the stuff i found on those trees is crap. maybe if we took from those schools and syndicates we could not only earn some unique things abilities, or lore for volt etcwarframe, but also get interesting weapons that pertain and can only be equiped by that actual warframe, say volt gets the ability to wield a fire magic at some point because he trained with naramon through his operator is one way, aughments, and also through leveling up.
  3. female volt warframe default version -we have male volt make, but we doing have a female, it would help keep players encouraged and purchase more relative things.
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2 hours ago, (XB1)GearsMatrix301 said:

The only thing Volt needs is to have his stats untangled so we can actually get a build on him that benefits all abilities equally.

I can't really think of a single Frame that can maximize all their abilities with the same build,
making concessions of varying degrees to enhance certain abilities while hurting others is kind of normal, and IMO, not that terrible.

FWIW, my "general use" build, with high Range and decently positive stats on everything else
(plus Capacitance for further Squad protection woot), has me using all of his abilities constantly, to great effect.

There are many Frames where such a build is a much greater headache to accomplish,
e.g. modding Trinity is a nightmare for me, and Baruuk has abilities that actually work against each other.

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6 hours ago, (PS4)FrancisChrisWong said:

Volt Rework

Volt is well-balancing warframe who have powerful electrokinesis (not only damage hostiles, but also increased speed of Volt and his allies and create shield to protect them) and competent to many different missions.

So he dont need it. Why do people want to rework EVERYTHING? There is no need. He has his times so its fine. Not every frame needs to be viable all the time. A lot other frames need it more like Ember, Vauban or Wukong.

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I don't think volt needs that much rework.
A few number tweaks and maybe a little touch on his passive I guess?

Since his passive currently is quite limited to only 1 strike, I suggest we change that to something more adequate for the speedster.

"Traveling builds static energy, adding additional electrical damage to all his attacks and abilities and grant additional shield while volt is sprinting/sliding/parkouring.
This bonus disappears after 1 second once Volt stops running. More damage and more shield/armor the faster Volt is running"

So instead of just 1 attack, we give him a perma boost as long as he is running. Which will also tie in great with his 2. Tying his survivabilty and damage to his speed.
Like a true speedster.

TL;DR, Run, Volt, RUN!

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10 minutes ago, Shaburanigud said:

I don't think volt needs that much rework.
A few number tweaks and maybe a little touch on his passive I guess?

Since his passive currently is quite limited to only 1 strike, I suggest we change that to something more adequate for the speedster.

"Traveling builds static energy, adding additional electrical damage to all his attacks and abilities and grant additional shield while volt is sprinting/sliding/parkouring.
This bonus disappears after 1 second once Volt stops running. More damage and more shield/armor the faster Volt is running"

So instead of just 1 attack, we give him a perma boost as long as he is running. Which will also tie in great with his 2. Tying his survivabilty and damage to his speed.
Like a true speedster.

TL;DR, Run, Volt, RUN!

Thanks you for your opinions. For Volt 3rd "Electric Shield" abilities, he still loss against other defensive abilities from some warframes (such as Frost's Snow Globe, Gara's Mass Vitrify).

Frost's Snow Globe not only provide all corner directional, permanent protection, but also capable of slow (or freeze with augment mods) hostiles inside Snow Globe. When too many hostiles either nearby or within Globe. Frost can detonate each Globe by use his 1st ability on it. It can deal good AOE damage.

Gara's Mass Vitrify not only crystallize hostiles who contact molten glass created by her, but also create permanent, larger, cylinder-shaped glass wall to protect inside (function almost similar to Frost's Snow Globe). Crystallized hostiles will take more damage. When Gara use "Shattered Lash" on glass wall, glass wall will collapsed and explode to deal great damage to nearby hostiles. When Gara use "Splinter Storm", the duration will increased.

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1 hour ago, TheRealShade said:

1.Use spoilers in your post, it's way too long.

2.Why fix what's not broken? Why not take that kit and make an entirely new frame?

Thank you for your opinion. If you said that I hope DE will make new warframe who have electrokinesis (Heavy, strength-focused version of Volt). I hope this warframe called "Thor". Hey, Loki, I find your friends. 🙂

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50 minutes ago, (PS4)FrancisChrisWong said:

Thanks you for your opinions. For Volt 3rd "Electric Shield" abilities, he still loss against other defensive abilities from some warframes (such as Frost's Snow Globe, Gara's Mass Vitrify).

Frost's Snow Globe not only provide all corner directional, permanent protection, but also capable of slow (or freeze with augment mods) hostiles inside Snow Globe. When too many hostiles either nearby or within Globe. Frost can detonate each Globe by use his 1st ability on it. It can deal good AOE damage.

Gara's Mass Vitrify not only crystallize hostiles who contact molten glass created by her, but also create permanent, larger, cylinder-shaped glass wall to protect inside (function almost similar to Frost's Snow Globe). Crystallized hostiles will take more damage. When Gara use "Shattered Lash" on glass wall, glass wall will collapsed and explode to deal great damage to nearby hostiles. When Gara use "Splinter Storm", the duration will increased.

Well I don't think the main purpose of volt is to be an all-rounder like Frost. IMO he is more of an offensive utility assassin(like Harrow). While they are more of a defensive utility tank (like limbo)
Thus, I think his 3 is in a great spot. Maybe a larger shield or remove the energy cost while he picks it up but still, I don't think that needs to be touched.

I still stand that he just needs number tweaks and maybe a bit of an update on his passive, but all in all he has potential.
He is a speedster and I wish he would stay as a speedster.
 

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4 hours ago, NinjaZeku said:

I can't really think of a single Frame that can maximize all their abilities with the same build,
making concessions of varying degrees to enhance certain abilities while hurting others is kind of normal, and IMO, not that terrible.

FWIW, my "general use" build, with high Range and decently positive stats on everything else
(plus Capacitance for further Squad protection woot), has me using all of his abilities constantly, to great effect.

There are many Frames where such a build is a much greater headache to accomplish,
e.g. modding Trinity is a nightmare for me, and Baruuk has abilities that actually work against each other.

Nidus. Octavia, Harrow.

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3 hours ago, Shaburanigud said:

I don't think volt needs that much rework.
A few number tweaks and maybe a little touch on his passive I guess?

Since his passive currently is quite limited to only 1 strike, I suggest we change that to something more adequate for the speedster.

"Traveling builds static energy, adding additional electrical damage to all his attacks and abilities and grant additional shield while volt is sprinting/sliding/parkouring.
This bonus disappears after 1 second once Volt stops running. More damage and more shield/armor the faster Volt is running" 

So instead of just 1 attack, we give him a perma boost as long as he is running. Which will also tie in great with his 2. Tying his survivabilty and damage to his speed.
Like a true speedster.

TL;DR, Run, Volt, RUN!

Eh, I wouldn't focus his passive purely on him moving considering his most popular playstyles are Shield Volt (which requires you to stay still behind, unless you like riot shield volt) and Discharge Volt, which forced you into one place for 2-3 seconds

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Just now, Atsia said:

Eh, I wouldn't focus his passive purely on him moving considering his most popular playstyles are Shield Volt (which requires you to stay still behind, unless you like riot shield volt) and Discharge Volt, which forced you into one place for 2-3 seconds

Yeah, which is why I thought this may give him another build for people to play with.
I found the concept interesting that for Volt to reach his full potential and gain survivability, he must run.

I don't know maybe I'm looking him too much as Flash. He was my starter frame and I loved him except for the fact that his passive was kind of meh.

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3 hours ago, (PS4)FrancisChrisWong said:

For Volt 3rd "Electric Shield" abilities, he still loss against other defensive abilities from some warframes (such as Frost's Snow Globe, Gara's Mass Vitrify).

Sure, but those abilities don’t boost your entire team’s damage when you shoot through them. They also aren’t capable of blocking unlimited damage. So the trade off is fair. 

Furthermore, his passive benefits from crit multipliers (which are doubled when you shoot through Electric Shield), the damage of it gets added to slash procs, and it can charge instantly with Transistor Shield. So maybe you can’t use it to defend an objective the way you can with Snow Globe, but also you can’t use Snow Globe to chuck out ridiculously powerful shots with crit weapons. 

Not every defensive ability needs to work the same way, and I like the way that Volt’s works far more than Snow Globe. 

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Holy hell thats a lot of text. 

 

Volt doesnt need a rework. Maybe some QoL tweaks, but as a whole he is doing quite fine. He has multiple builds which work very well and hes also quite meta for the Ediolons. 

 

And as a speed volt user, I feel hurt that you’d dare remove his speed 😞

 

also, I feel like you’re comment will be that you dont remove his speed but make it better, but let me tel you, in no way does having a 80% move speed buff equal having a 2.5x speed multiplier 

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20 hours ago, Atsia said:

What even? In what world is Volt weaker than EMBER of all frames. Volt is more used and closer to the meta than either ember and Frost, and the only part of Volt tha's even really called to be changed is Speed, there's absolutely no need to completely replace his kit (especially when DE doesn't like scrapping 1 ability, let alone all of them. This much work is better off going towards a new frame).

Volt main here.  I agree.  His Augments are some of the best in the game and people need to realize his kit is one of the most cohesive in the game.  I suspect that many players never get to that “breakthrough” point with higher-end Volt Prime where he becomes a brand new frame.

Here’s the secret to Volt:

He’s a full-spectrum WEAPON AUGMENT FRAME with CC.

What does this mean?

1.  As weapons and mods have gotten stronger, so has Volt.

2.  Reload faster AND while stunning with shock.  Shock also Augments shields btw.

3.  Passive 1K elemental damage buildup.

4.  Shields Augment Crit and Damage

5.  Discharge both damages AND locks down maps through damage mitigation via enemy armor.  The more heavily armored they are, the longer the stun.

Add Capacitance and you have regenerating Overshields for the whole squad.

6.  Speed for quicker closing speed, quicker Melee, and quicker combo chaining WHEN DONE RIGHT.

Just for starters...

Edited by (PS4)Silverback73
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13 hours ago, (PS4)FrancisChrisWong said:

Thanks you for your opinions. For Volt 3rd "Electric Shield" abilities, he still loss against other defensive abilities from some warframes (such as Frost's Snow Globe, Gara's Mass Vitrify).

Frost's Snow Globe not only provide all corner directional, permanent protection, but also capable of slow (or freeze with augment mods) hostiles inside Snow Globe. When too many hostiles either nearby or within Globe. Frost can detonate each Globe by use his 1st ability on it. It can deal good AOE damage.

Gara's Mass Vitrify not only crystallize hostiles who contact molten glass created by her, but also create permanent, larger, cylinder-shaped glass wall to protect inside (function almost similar to Frost's Snow Globe). Crystallized hostiles will take more damage. When Gara use "Shattered Lash" on glass wall, glass wall will collapsed and explode to deal great damage to nearby hostiles. When Gara use "Splinter Storm", the duration will increased.

Except when you fire a high-powered Lanka or Rubico through it...or any projectile for that matter.

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You want to change Volt's passive? Literally one of the best in the game.

Sorry, it was hard to keep reading after that. No Volt player would want his passive changed to that.

Edit: I tried again. " Weaker than Frost, Ember"?  - He's stronger than both combined.

Buff Volt, Can only get 250k Bleed ticks...

Spoiler

 

 

Edited by Xzorn
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18 hours ago, NinjaZeku said:

I can't really think of a single Frame that can maximize all their abilities with the same build,

Well theres harrow, nidus, nova, khora, technically chroma because he only has 2 abilities that actually do something (even if you build specifically for either chromas 1 or 4 they're still pretty garbage so no matter what build they're in they just suck, that's just a flaw of chroma not a build restriction)

Edited by birdobash
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So Volt doesn't really need a full fledged rework, his power issues could be resolved with a few tweaks.

1. Shock needs to be differentiated from Discharge, currently it does less damage and has a less effective stun. Casting Shock 4 times will never reach the damage potential of a single discharge cast. The only reason to use shock is you're reloading, or you don't have enough energy for discharge.

2. Speed needs a duration boost, a lot of the issues with speed builds in pugs would go away if they didn't have to recast every 5 seconds. I personally feel 15 or 20 seconds for a max rank would be enough.

3. Electric Shield is great, I wish it was affected by power strength, and range. Current Shield - is the most restrictive defensive buff in the game please remove the speed debuff also please allow me to refresh the duration of the shield. The weapon restriction is not needed.

4. Discharge is great, I don't really have any complaints or tweaks suggestions.

His defensive stats are a bit more messy since the issue at his core is that shields are pretty much irrelevant after level 50 or so. This is a design issue that DE has simply ignored and it affects any frame that has low armor.

 

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