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Vauban rework ideas


(PSN)Cell_Purple
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It’s very clear that Vauban is not in a good place, which is a shame given how cool his concept is. I have some suggestions as to how DE could rework his kit to make him more playable. In my opinion, the most well designed frames are frames whose kits and playstyle stem from their first ability (Garuda, Nidus, Saryn, Atlas, etc.), this has influenced my suggestions for the rework.

Since Vauban is such a squishy frame given how beefy his aesthetic is, this rework would change Vauban from a pure CC frame to a shield & armour tank (hear me out) with strong CC capabilities and a degree of utility while still maintaining an engineer theme.

Stats for regular Vauban (Prime stats TBD)

-Increase armour from 50 to 200

-Increase shields from 225 to 420

-Vauban also gains a ‘reinforcement’ meter, similar to Wukong & Atlas’ meters, which provides armour for Vauban with a maximum of 1500.

Abilities:

Passive- Robotic rewire: Sentinels replenish 5 energy to Vauban for every kill they contribute towards (only applies to Vauban’s sentinel, not other players’). Vauban also gains 10% ability strength for each sentinel in the game.

Ability 1- Arc Pylon: Vauban throws a grenade that transforms into a tesla pylon upon landing, the pylon zaps enemies that come within range, stripping and ‘storing’ a percentage of their armour, enemies can be zapped multiple times but cannot be zapped while in stun animation. Upon detonation (either manual or when ability runs out), all armour stored is applied to Vauban’s reinforcement meter, granting him a bonus of up to 1500 armour. The armour built up by this ability begins to decay once the Tech Plating duration runs out, placing another arc pylon will remedy the decay.

Ability 2- Arsenal: Vauban cycles between 4 grenades, each providing a different effect when thrown, these are as follows:

-Cluster Tesla- Throw a grenade explodes into 4 child grenades upon impact that stun enemies within a short radius when they explode, dealing electric damage, if this is thrown at an arc pylon, the pylon is supercharged and the amount of armour stripped per zap is increased.

-Repair Matrix- Throw a grenade that deploys a grid on the ground, replenishing health to any allies inside it. If Vauban is at full health, he is provided overshields.

-Analysis- Throw a grenade on the ground that releases pulses every few seconds, these pulses reveal enemy weak spots (similar to Sonar) and scan them into the codex. This has limited range so it does not negate Banshee’s Sonar.

-Vortex- Current 4th but with 50% shorter range (due to cheaper cast cost)

Ability 3- Tech Plating: Vauban applies the damage reduction bonus from armour onto shields, granting him massively increased survivability for a duration of X seconds (does not stack, so cannot gain 3000 armour from using this twice). 

Ability 4- Bastille: Repelling Bastille augment is implemented into the ability by default and its range is increased slightly. Placing an arc pylon inside a bastille doubles its fire rate.

The numerical values on these abilities are just rough estimates and are therefore open for alteration, any feedback is appreciated. 

Edited by (PS4)Cell_Purple
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I don't really play Vauban a lot, but based on the theme I'd add something more exciting than just armor.

Passive sounds sort of fun, but it's rather useless (atleast in my experience) since sentinels tend to die pretty quick.

Since sentinels don't have anything to heal themselfes up, why don't you make for example
'Vauban expands the health restored with every health orb collected to every sentinel in x range

And sentinels have the abillity to revive their masters aslong as Vauban is within 25m'

Would also make him a bit more useful for endless missions I think

I'd also go with a kind of upgrade-theme for the rest of his stuff - I really like the idea with his 1, the Pylon. But don't just make it store armor; You could give it a stun effect on a short cooldown, and as they are stunned, the pylon performs some research on the enemy, which increases vaubans 'bar' and increases the strenght/size/potency of the rest of his abillities

2 sounds generally fine, just increase the rate of 'research'

i'd make 3 more offensive - since i really like the idea with 3 different choices for an abilliy, just make something like;
3 - Place a Construct in front of you. Choose one of 3 affinities; Attack, Defense, Utility. Attack: just a tower that depending on the 'research' your 1 has taken knows what enemies you face and adjusts accordingly - for example - grineer; long range corrosive heavy attacks - infested; short range, wide spread gas - corpus; medium range magnetic idk shotgun

defense; create a safezone for you and your allies that periodically emits a burst and throws enemies away, aswell as slowing them

utility; periodically provide x amount of energy aswell as some random ammo

and just have the effects increase with the 'fullness' of your bar

not sure what to do with 4 tho

 

But sweet ideas mate!

Edited by Konsos
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53 minutes ago, (PS4)Cell_Purple said:

It’s very clear that Vauban is not in a good place, which is a shame given how cool his concept is. I have some suggestions as to how DE could rework his kit to make him more playable. In my opinion, the most well designed frames are frames whose kits and playstyle stem from their first ability (Garuda, Nidus, Saryn, Atlas, etc.), this has influenced my suggestions for the rework.

With this rework, Vauban would change from a CC frame to a shield & armour tank (hear me out) with still strong CC capabilities while maintaining an engineer theme.

Stats:

-Decrease health at max rank from 300 to 275

-Increase armour from 50 to 200

-Increase shields from 225 to 400

-Vauban also gains a ‘reinforcement’ meter, similar to Wukong & Atlas’ meters, which provides armour for Vauban with a maximum of 1500.

Abilities:

Passive- Robotic rewire: Sentinels can revive downed allies as long as Vauban is stood within 10m of them (allowing him to perform other actions in the process), sentinels also fully replenish Vauban’s energy if they are killed.

Ability 1- Arc Pylon: Vauban throws a grenade that transforms into a tesla pylon upon landing, the pylon zaps enemies that come within range, stripping and ‘storing’ a percentage of their armour, enemies can be zapped multiple times but cannot be zapped while in stun animation. Upon detonation (either manual or when ability runs out), all armour stored is applied to Vauban’s reinforcement meter, granting him a bonus of up to 1500 armour. The armour built up by this ability is applied and then reset when Tech Armour is cast.

Ability 2- Tesla bomb: Vauban throws a grenade that explodes in an 8m radius, dealing magnetic damage and stunning enemies for 5s, throwing this at an arc pylon supercharges the pylon, increasing the percentage of armour stripped with each zap.

Ability 3- Tech Plating: Vauban applies the damage reduction bonus from armour onto shields, granting him massively increased survivability for a duration of X seconds (does not stack, so cannot gain 3000 armour from using this twice). 

Ability 4- Bastille: Repelling Bastille augment is implemented into the ability by default and its range is increased slightly. Placing an arc pylon inside a bastille doubles its fire rate.

The numerical values on these abilities are just rough estimates and are therefore open for alteration, any feedback is appreciated. 

https://forums.warframe.com/topic/1098587-conductor-of-the-pineapple-brigade-vauban-rework/

Sharing is caring xD

Take from it what you like if at all :o

Still adheres to combat engineer antics but a lil more focused on making the enemy wish they didn't get out of bed this year. 

Edited by (PS4)chibitonka
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10 hours ago, Golden_Atlas said:

I don't really play Vauban a lot, but based on the theme I'd add something more exciting than just armor.

Passive sounds sort of fun, but it's rather useless (atleast in my experience) since sentinels tend to die pretty quick.

Since sentinels don't have anything to heal themselfes up, why don't you make for example
'Vauban expands the health restored with every health orb collected to every sentinel in x range

And sentinels have the abillity to revive their masters aslong as Vauban is within 25m'

Would also make him a bit more useful for endless missions I think

I'd also go with a kind of upgrade-theme for the rest of his stuff - I really like the idea with his 1, the Pylon. But don't just make it store armor; You could give it a stun effect on a short cooldown, and as they are stunned, the pylon performs some research on the enemy, which increases vaubans 'bar' and increases the strenght/size/potency of the rest of his abillities

2 sounds generally fine, just increase the rate of 'research'

i'd make 3 more offensive - since i really like the idea with 3 different choices for an abilliy, just make something like;
3 - Place a Construct in front of you. Choose one of 3 affinities; Attack, Defense, Utility. Attack: just a tower that depending on the 'research' your 1 has taken knows what enemies you face and adjusts accordingly - for example - grineer; long range corrosive heavy attacks - infested; short range, wide spread gas - corpus; medium range magnetic idk shotgun

defense; create a safezone for you and your allies that periodically emits a burst and throws enemies away, aswell as slowing them

utility; periodically provide x amount of energy aswell as some random ammo

and just have the effects increase with the 'fullness' of your bar

not sure what to do with 4 tho

 

But sweet ideas mate!

Thanks for your feedback, I really appreciate it!

The thing with Vauban is he is incredibly squishy for such a beefy looking frame, and with the theme of an engineer i fogured he could construct defences to make himself able to sustain himself, this synergises incredibly well with his 3rd, allowing him to tank heavier hits. I do like your idea of having 3 choices for an ability so I’ll change his 2nd to have this feature. I also forgot about sentinels having very limited ways to heal up (besides Repair kit), so I’ll remedy this.

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I'm kind of whatever about the abilities. The current kit is just crap (especially the miserable scaling that ability range has on his 4th) that just about anything would be an improvement to the kit.

But your stat changes. Armor increase? Yeah, sure, assuming the Prime version also gets increased with it. But your health and shield changes. Use the rule of dividing by 3 to get whole numbers. For instance, his current max rank health is 300 because that's what you get when you take 100 and add +200% health. Health and Shield are usually +200% unless it's a unique frame idea that breaks with the trend such as Nidus, Inaros, and Hildryn, in which case, you'll need to specify what and why you'd made such unique changes that break from the current trend, such as Hildryn not having Energy, Inaros not having shield, and Nidus have innate regeneration and ability strength. So work with numbers that can be divided by 3 to give you whole numbers or make a case for the stat adjustments. 285 for instance, or 270 can be divided by 3 to give you 95 and 90 health respectively at unranked. The same issue with the shield. If you're shooting for a number near 400, try 405. Mesa Primes's health, for instance, is 405 at max rank since she starts with 135 health unranked.

Edited by xZeromusx
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5 minutes ago, xZeromusx said:

I'm kind of whatever about the abilities. The current kit is just crap (especially the miserable scaling that ability range has on his 4th) that just about anything would be an improvement to the kit.

But your stat changes. Armor increase? Yeah, sure, assuming the Prime version also gets increased with it. But your health and shield changes. Use the rule of dividing by 3 to get whole numbers. For instance, his current max rank health is 300 because that's what you get when you take 100 and add +200% health. Health and Shield are usually +200% unless it's a unique frame idea that breaks with the trend such as Nidus, Inaros, and Hildryn, in which case, you'll need to specify what and why you'd made such unique changes that break from the current trend, such as Hildryn not having Energy, Inaros not having shield, and Nidus have innate regeneration and ability strength. So work with numbers that can be divided by 3 to give you whole numbers or make a case for the stat adjustments. 285 for instance, or 270 can be divided by 3 to give you 95 and 90 health respectively at unranked. The same issue with the shield. If you're shooting for a number near 400, try 405. Mesa Primes's health, for instance, is 405 at max rank since she starts with 135 health unranked.

I completely forgot about that rule, thank you! I’ll change his values.

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8 minutes ago, (PS4)Cell_Purple said:

I completely forgot about that rule, thank you! I’ll change his values.

Good deal. From a personal stand point, I wouldn't make any adjustment to his health value. Vauban is in such dire need of improvement that I'd simply increase armor and shield, which are honestly both minor improvements given the diminishing return from armor and the fact that even with an ability that applies armor to shield, shields will still essentially be kind of a throw away item due to their quick recovery. Wukong got a straight up improvement to his health and armor in his rework. Vauban needs some love.

Edited by xZeromusx
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11 minutes ago, xZeromusx said:

Good deal. From a personal stand point, I wouldn't make any adjustment to his health value. Vauban is in such dire need of improvement that I'd simply increase armor and shield, which are honestly both minor improvements given the diminishing return from armor and the fact that even with an ability that applies armor to shield, shields will still essentially be kind of a throw away item due to their quick recovery. Wukong got a straight up improvement to his health and armor in his rework. Vauban needs some love.

The shields will effectively be turned into health due to the armour buff from his 3, making him very tanky, but I see that the diminishing returns is an issue so i’ll have to fix that.

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1 minute ago, (PS4)Cell_Purple said:

The shields will effectively be turned into health due to the armour buff from his 3, making him very tanky, but I see that the diminishing returns is an issue so i’ll have to fix that.

Yeah, I saw that too. Vauban just all around needs improvements. Plus, toxin damage and slash procs go through our shields, so he'll need to deal with those as well.

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Just now, xZeromusx said:

Yeah, I saw that too. Vauban just all around needs improvements. Plus, toxin damage and slash procs go through our shields, so he'll need to deal with those as well.

He has Repair Matrix to deal with those, Hildryn has the same issue with being prone to those procs but she’s fine.

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2 minutes ago, (PS4)Cell_Purple said:

He has Repair Matrix to deal with those, Hildryn has the same issue with being prone to those procs but she’s fine.

Does repair matrix remove debuffs? And how long does it last? As for Hildryn, generally her health only deals with slash and toxin damage because her shields are so large, and when coupled with Guardian on Sentinels, most weapons can't break through them. Plus, her Shield Matrix passive allows her to off load toxin and slash damage to her over shields rather than taking it to her health. It isn't an attribute shared by all frames. Further, because her abilities are fueled by her shields, she's immune to the energy drain eximus auras.

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2 hours ago, xZeromusx said:

Does repair matrix remove debuffs? And how long does it last? As for Hildryn, generally her health only deals with slash and toxin damage because her shields are so large, and when coupled with Guardian on Sentinels, most weapons can't break through them. Plus, her Shield Matrix passive allows her to off load toxin and slash damage to her over shields rather than taking it to her health. It isn't an attribute shared by all frames. Further, because her abilities are fueled by her shields, she's immune to the energy drain eximus auras.

Repair matrix does not remove debuffs and would heal through the toxin and slash procs, i’m not sure how long it would last, this is to be determined. Either way, this is a poor justification for changes since many frames have less than 300 health and have little issue with toxin and slash procs.

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31 minutes ago, (PS4)Cell_Purple said:

Repair matrix does not remove debuffs and would heal through the toxin and slash procs, i’m not sure how long it would last, this is to be determined. Either way, this is a poor justification for changes since many frames have less than 300 health and have little issue with toxin and slash procs.

Well, those frames are as listed: Baruuk, Ivara, Loki, Mag, and Mirage and Hildryn.

Baruuk has passive, percentage based, damage reduction as well as an ability that can make him entirely immune to attacks and another that can give him 90% damage reduction.

Ivara is an invisible beast, so she avoids dealing with it entirely

Loki is a god of disarming enemies, has invisibility like Ivara, and a clone that taunts enemies away

Mag is mag, a damage and CC beast

Mirage makes it difficult to hit the real her with slash or toxin, and can generate up to 95% damage reduction.

And Hildryn we already discussed.

Yes, they have less than 300 health, but they are also well suited to avoiding toxin and slash damage entirely with invisibility, percentile based damage reduction reaching 90-95%, and bubbles that absorb damage before it can ever reach them, and AOEs that damage and CC enemies before they can even try to damage them.

Vauban has... a shield wall that enemies can shoot through. I realize that you're giving him an armor boost, and an ability to boost it further, but the Warframes use Ferrite Armor, and Toxin damage ignores 25% of our armor and does 25% more damage to our health. I would just leave his health right where it currently is. 100 is pretty normal. About half the frames in the game have 100 base health.

Edited by xZeromusx
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