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Dev Workshop - Cannot Cast in the Air: Friend or Foe?


SilverBones

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This is awesome!

Since we're opening up the skies, how about adding a vertical element to previously horizontal-only abilities like Rhino's Charge and Hydroid's Tidal Surge? Currently when you activate those abilities in the air the abilities move you only along a flat horizontal plane. If the air is now deliberately being opened up, it would make sense for these abilities to function along the lines of Zephyr's Tail Wind.

Another option could be to combine these movement abilities with what's already been proposed. For example, when triggering Rhino's Stomp in the air he first Charge's down to the ground and then Stomps. Or when activating Hydroid's Undertow in the air he first Tidal Surge's down to the ground and splashes into a puddle. While not useful all the time, I can imagine players aligning their airborne selves above enemies to benefit from these combos.

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Haha, I main Gara, and just always assumed all abilities could be cast in the air. Do it!

P.s. Directional ground attacks are great except for the reeeealy long animation at the end that messes with the fast paced flow of movement. Can we please be able to break out of that animation immediately???

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Before we start applying the mechanics of the melee changes to other areas, can iron out a few of the problems it has caused? 

Exalted Melees break functionality relatively often, especially when you're dual wielding a glaive + pistol or interacting with an objective that makes you swap your loadout, like data masses. You're left unable to shoot or swap weapons until you activate a different ability and mash your weapon swap button. It's really frustrating and makes frames like Baruuk nearly unplayable. 

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The Rhino stomp would look a lot better if it cast on impact. You're already doing the pre-cast while falling/in mid-air, there's no reason to delay it until after landing. Buut, as stated, this is WIP and overall this is definitely on the right track.

As for Banshee... this is going to make bumping 4 which is already a risky thing, even more disruptive and dangerous. Her unaugmented 4, regardless of how much it fits her as an "Ult" by reversing her general gameplay where she trades her mobility for sustained CC and damage output vs her normal brief stuns and short bouts of high damage, is just an all-around awful power. Without modding for range you're not controlling enough area for it to be worth using, building lots of range leads to it just locking enemies in spawn closets or out-of-the-way places while also making her 3 much harder to manage on shipboard/small tilesets, and on the Vallis and Plains of Eidolon you may as well think of it as less a power and more a self-destruct button because you just will never have enough range to account for long range spawns (let alone Dropships, Bolkors, or the myriad of flying enemies that will kill your squishy frame in about two seconds if you idle).

 

(And, uh, while you're here, if you could make her 1 off-hand, and her 2+3 no longer lock out movement while grounded, that'd be real nice, too)

 

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The Cast, The Cast, The Cast Is In The Air !!! 😎

More Seriously, i love this idea, and that's reminds me this could be interesting to cast two-hands abilities during movement, because, you know, for preventing dying because we're immobilized or need to bullet-jumping before the ability cast 😅

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2 hours ago, Loza03 said:

Hmmm...

How about going one step beyond? In cases similar to rhino, why not give it a buff depending on how high in the air it is? Longer start up and more situational, but more power. Could be a fun dynamic!

inb4 Rhino + Loki combo.

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Honestly, I'd just like to see Mesa's 2 and 3 not instantly stop what momentum she has on the ground in order to actually cast them. They might be castable mid-air, but it still feels kind of weird having to bullet-jump into the air to maintain some of your momentum, and then slowly glide as you cast both abilities just to stay mobile while you active her 2 and/or 3 around enemies.

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I wish that Zephy could receive the "melee slam" treatment regarding her divebomb ability, as right now you have to aim directly down to be able to smack ennemies on the ground.
It would be extra nice to have the divebom happen whenever we hit a solid surface, be it the ground, walls, ceiling... She would be a lot more useful indoors and less obnoxious to control imo

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