JohnLemon123 Posted April 11, 2019 Share Posted April 11, 2019 (edited) So... considering how atlas suddenly has gained quite a bit of attention, having just received his deluxe and being all but confirmed to be the next prime, many people have come forward with ideas on how to improve the massive lad, so i figured i might as well chime in. First of all, what are his problems ? Atlas got reworked at the start of last year, and while these initial improvements laid the groundwork for what could become a potentially great warframe, i believe the rework stopped quite a few steps before it could truly reach it's potential, as such, here are the frame's main flaws (keep in mind that some objectivity is unavoidable) : Atlas is too unfocused, and has no clear defined purpose (DPS, CC, SUPP, AOE, etc...) Atlas doesn't really do anything for his team OR himself apart from punching things Atlas' 2 is generally too restricted of an ability, and does not provide enough utility OR enough damage. Atlas' 1 is far and away his best ability, as the other three all under perform Atlas is way squishier than you'd expect, which could be consider a conscious design decision if not for his very high base armor AND his ''rubble armor'' passive. Atlas' 3 is too slow and too expensive for what it provides Atlas' new passive is a solid idea that simply needs better numerical values to truly shine Atlas' 4 lacks the ''oomph'' that most ultimates tend to have, and the ability is overall a tad too dull to warrant it's cost OR it's status as ''the big button''. What do we do then ? well, we expand upon the ''rubble'' mechanic, in order to make atlas the most peerless of units, as a CC/DPS/TANK hybrid that focuses on constant self-replenishing while doling out punishment in the form of high but focused damage, while afflicting many enemies with paralysis. Stat changes : Remove Atlas' shields, and give him a bit more health as compensation. atlas is one of ''those'' frames that wants to take health damage as often as possible, and this change would only cement that. Passive changes : Immovable : it's perfectly reasonable. Thematically fitting, noticeable, but not gameplay-defining, unlike... Rubble : maximum armor gain increased to 5000, up from 1500. armor is one of the lesser sources of damage-reduction, but as we see with chroma, it can still work when the values are outrageous. keep in mind that this value affects a multitude of atlas' other abilities, making this increased cap all the more important. Landslide : The ability is absolutely fine in my opinion. yes, it does loose some of its power once you reach the 100s, but that weakness solves itself when one considers that paralyzed enemies take a LOT more damage. As such, the focus would be to try and make enemies paralyzed as often as possible. Path of statues augment : it's fine. it provides atlas with an extra source of paralysis, which is always welcome. Tectonics : Power range now affects the length and height of the bulwark, at a ratio of 1/1. As such, the boulder itself would also see it's width increased. Enemies hit by the bulwark ''boulder'' have a chance to be petrified (affected by power strength) Enemies caught in the boulder's explosion have a chance to be petrified (again affected by strength) Enemies killed by the boulder will drop more rubble (in the exact same way landslide does when used on petrified targets) When destroyed (either by atlas recasting or enemies successfully bringing it down) the bulwark will drop a rubble pickup When hit by an ''enhanced'' bulwark, enemies are paralyzed regardless of Atlas' power strength When hit by the explosion of an ''enhanced'' bulwark, enemies are always paralyzed. When destroyed, an ''enhanced'' bulwark will drop 3 rubble pickups Tectonic Fracture augment : has some niche uses that would be greatly enhanced by way of the ability now being affected by range. As such, no changes are made. Petrify : Energy cost reduced to 50, down from 75. The ''improved'' rubble pickups now give 100, up from 75. The animation is sped up slightly Damage from landslide is further increased against petrified targets. Ore gaze augment : Petrified enemies have a 40% chance to drop an extra piece of rubble. Whether this applies to Atlas' ability to petrify in general, or is restricted to this particular ability is up for debate, but come on, NO ONE uses atlas for farming ! Now however, the augment is good enough to consider, and is similar to Nidus' very own ''insatiable''. This is, however, balanced out by the fact that Atlas' buildup mechanic doesn't provide as much benefit as Nidus' (and that he has to constantly replenish it), while Nidus' stops being all that useful once he reaches max stacks. Rumblers : Range of the initial petrifying Aoe is increased to 10 meters, up from 6. Rumblers now have a chance to petrify any target they hit Casting petrify on a rumbler will fully heal it, reset it's duration AND turn it into an ''enhanced'' rumbler. These rumblers have the same ''tint'' as the enhanced bulwark. Casting petrify on an enhanced rumbler will fully heal it, but will not reset its duration. Enhanced rumblers will always petrify any foe they hit regardless of power strength. Enhanced rumblers will drop an improved rubble pickup on death Titanic rumbler augment : Creates a single rumbler with 250% health, 200% damage and 65% speed that taunts nearby enemies into attacking it. As it currently stands, this augment is essentially useless, as it makes your 4 WORSE by reducing the overall power of your 4 AND making it slower in the process. These stats improvements would make it an undisputed upgrade over the regular version, particularly when coupled with the following changes : On death, the titanic rumbler drops 2 pieces of rubble On death, the enhanced titanic rumbler would drop 2 pieces of improved rubble. Any enemy hit by the titanic rumbler will be petrified regardless of power strength. That's pretty much where it would stop. Atlas becomes the master of armored punching, turning enemies to stone left, right and center whilst his 2 bros accompany him on his path to victory. But there's one more thing i wanted to bring up. For your consideration... the ''RUMBLED'' augment. This augment is far and away one of the most creative and fun alternatives to regular ultimates the game has to provide. sadly, it's currently restricted to conclave, and simply bringing it over to pve would make it woefully useless. However, we have power stats, and we have rubble, both of which are not relevant to pvp, but very much are in pve. here's how the hp calculation would function : Currently, ''rumbled'' provides atlas with an extra layer of health (pretty much exactly like iron skin) while taking away his guns and his ability to jump while giving him a new long-range option in the form of a ''rumbler'' projectile that does a bit of damage. The initial ehp value is 500 at max rank, which isn't really going to be enough to do anything, let alone pay for it's earth-shattering costs. pve stuff, however, can help us fix that : Upon casting ''rumbled'', Atlas' entire stock of rubble is consumed, with every point of extra rubble adding 1 more health to the overall pool. as such, we'd now be at 5500 if we choose to cast it once fully stacked out. While 5500 is nice, it certainly isn't going to be anything to write home about, nor is it going to suffice in justifying the extreme restrictions the ability imposes on its user. ''duration'' and ''strength'' each separately increase this ehp further by taking the total absorbed EHP and multiplying it depending on their own stats. as an example, here's the following scenario : you cast rumbled with 4000 rubble, while having 220 power strength and 160% duration. This would leave you with the following : (4500 times 1.6) + (4500 times 1.6) : 16650 ehp, as an extra source of survivability on top of your own stats. Duration would still affect the ability, and ''rumbled'' would deactivate as soon as your duration runs out. Pve only bonuses : rock projectiles and rock shockwave both have a chance to paralyze enemies based on power strength All of Atlas' abilities are significantly less expensive while channeling ''rumbled''. Atlas can still pick up rubble while ''rumbled'' is active, and rubble will only start decaying once the ability's duration runs out, or once Atlas is forced out of it. I guess that's pretty much it. (also, can the Karst skin's rocks be made into cristals ? It looks pretty weird right now) Edited April 11, 2019 by JohnLemon123 Link to comment Share on other sites More sharing options...
Tovon Posted April 11, 2019 Share Posted April 11, 2019 While the changes you have listed are nice, I think the rumblers would do better if they scaled with melee mods the same way landslide does, maybe reduce their base damage to balance it out but it'd be awesome to have two rumblers actually killing enemies above level 40. Would feel like an actual ultimate ability. 2 Link to comment Share on other sites More sharing options...
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