Jump to content

Quick take on an Atlas rework


keikogi
 Share

Recommended Posts

 

I think these changes address most of the problems Atlas has.

 Passive

                a.    Increased rate of decay

                b.    No longer decays if Atlas has not taken damage on the last 5 s.

1.       Land Slide

a.       Increased critical and status chance to 20%

                b.    Holding 1 will channel the ability and do this

Spoiler

 

tenor.gif?itemid=5064521

Atlas suffers reduced damage while channeling

Does not require a target

 

2.       Tectonic

a.       Reduced cost to 25

b.       No longer recastable

c.       Casting landslide on the wall will turn the wall into a bolder. Bolder deals damage equals to landslide

3.       Petrify

a.       Cost reduced to 50

b.       No longer Stops status procs

c.       Reduced duration to 15 s

4.       Ramblers

a.       When Atlas Casts Landslide, the Golems also dash towards their targets and deal 0.5 Landslide damage.

                b.    When Atlas Cast Petrify, the Golems also cast a radial version of petrify.

 

Edited by keikogi
response too feedback, more changes to 1 and passive
Link to comment
Share on other sites

22 minutes ago, (PS4)LoisGordils said:

Still a worthless ability

I based my rework on the assuntion landslide was kinda good. If dealing it's damage on roll out and explosion is not enough. The only way to save this ability is a full redesign.

Link to comment
Share on other sites

  • uhhhh, giving Landslide high Crits and Status would likely come with a dramatic reduction to Base Damage. i don't really think i want Landslide to be identical to Melee Weapons in their general lack of diversity with everything in the game being a Hybrid forced to do the same thing.
    • as it is now, Landslide performs well even vs very high Level Armored Enemies, without Crits or Status. because the Base Damage is just so high.
      but if you were to give it high Crits and Status, it would probably have its Base Damage reduced by a factor of 4, or something similar. meh.
  • the Tectonics Augment should be made native and a new one created, but i do also generally support that hitting a wall with Landslide should do something useful. i'd accept transferring Landslide Damage into the rock and perhaps also making it considerably faster (but still slow enough to actually see it rolling). it could be like bowling then, hah.
    • which in that case please make the explosion at the end of the travel throw Enemies like bowling pins.
Link to comment
Share on other sites

I like being able to turn the tectonics wall into a boulder while at range because it reminds me of that "trapt" game or Playstation 2 where you set up traps to kill people inside the mansion. 

I think it'd be nice cost of petrify was reduced while the Rumblers were on the field. And the rumblers would do a radial petrify whenever Atlas used petrify.

Link to comment
Share on other sites

9 minutes ago, (PS4)Ragology said:

I think it'd be nice cost of petrify was reduced while the Rumblers were on the field. And the rumblers would do a radial petrify whenever Atlas used petrify.

I already reduced petrify cost to 50 from 75, reducing it even further feels like it is too much. Rumblers definitively should cast a small radial petrify. Gona add that assap

Link to comment
Share on other sites

3 hours ago, taiiat said:

hhhh, giving Landslide high Crits and Status would likely come with a dramatic reduction to Base Damage. i don't really think i want Landslide to be identical to Melee Weapons in their general lack of diversity with everything in the game being a Hybrid forced to do the same thing.

Landslide can Crit already, it just doesn't do it due to how nonexistent the crit chance is, with the only consecutive ways of getting them being through Kavats or through other Warframes. And why would the base damage be reduced for adding in Status or Crit Chance? I could mostly see it as them reducing the Status chance effectiveness and duration instead due to how it's being applied to an ability that already has full invincibility and a bunch of other benefits, and simply keeping the low crit chance (due to how high the crit damage is) but make it appear more realistically.

And Landslide wouldn't be identical to other Melee weapons... since it's not really a melee weapon? In fact, it would bring more variety to what it is right now since you practically only build it for pure damage, which right now the highest ones are only available to at most 3 (Dual Cleavers, Skana, and Mire). If it were to allow Status chances, then it would allow people to use any weapon that they would want without having to worry about losing benefits to their 1, because if they use a Crit, Status, Damage, or Hybrid build, it won't really matter since Landslide is still benefiting from whatever choice was made.

Link to comment
Share on other sites

1 hour ago, Scruffel said:

And why would the base damage be reduced for adding in Status or Crit Chance?

And Landslide wouldn't be identical to other Melee weapons... since it's not really a melee weapon? In fact, it would bring more variety to what it is right now since you practically only build it for pure damage, which right now the highest ones are only available to at most 3 (Dual Cleavers, Skana, and Mire). If it were to allow Status chances, then it would allow people to use any weapon that they would want without having to worry about losing benefits to their 1, because if they use a Crit, Status, Damage, or Hybrid build, it won't really matter since Landslide is still benefiting from whatever choice was made.

because you could bet money on it happening.

that's not really more variety. Landslide stands out because it isn't the same thing as other Melee Weapons - which is a Hybrid spamming of Critting Status. instead it has Base damage that is almost as high as Velocitus.
making the Mods you'd pick for Landslide closer to what you'd use for every other Melee Weapons (ala, Hybrid) isn't.... really increasing any variety. every Ability Weapon uses Mods different than their normal counterparts anyways so no matter what you have different goals for the Ability Weapon. but that's to be expected, it works differently.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...