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Check my new Vauban idea!


(XBOX)AMONGTHEWEAK
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This is my view on an almost complete overhaul of his abilities. Whether it be tweaks or replacing abilities all together. This is my idea on what I personally would like to see Vauban as when it comes to him being sort of this trapper CC/support frame. I know the majority of Vauban mains would probably see this as heresy but this is just one man’s opinion. I find this a good way for me to fill my time with trying to be creative towards something in this game. Vauban has been an area of great request amongst the community, asking for a rework. Some may ask for a rework but not really give any input as to what they want to see. I am giving my input again but in a more detailed format this time than what I posted yesterday.

This is only a discussion of his abilities not his base stats. These are wishes I know and we will 100% more than likely not see anything like this. But that being said here we go! Let me know what you all think, both good and bad.  Obviously I have ability ideas shown that would need to be tweaked so they don’t just make his kit entirely OP. But that is all up for discussion!

 

Vauban 2.0 The Engineered Trapper

 

New Passive: Recall:  Each enemy affected by Vaubans trap abilities returns X amount of energy every second back to Vauban (Gives Vauban some self-utility to be able to throw out more traps, but we are going have to limit as to how many traps he can throw down to not allow his traps to fill up everywhere and potentially limit performance). Vauban also has a precept built into his Warframe that allows him to vacuum items to himself and from a further distance than the current vacuum/fetch mod. (No need to use Vacuum mod on a pet).

1st Ability-Rework

Name: Vortex (Now as the 1st ability but Vauban can only place 2 down at one time)

Effect: Vauban throws down a black hole like vortex that enemies and projectiles are sucked into and held in place (This is pretty much exactly like his old 4th ability but with a twist) when the effect ends, the damage and projectiles received/dealt to the enemies inside the vortex (by the ability damage and player dealt damage) is dealt back out to the enemies still inside the vortex and enemies within range of the explosion. As the ability nears its end duration it reduces in size until it explodes. As it reduces in size towards the end of duration its range of effect to pull enemies decreases and it’s damage it deals is more and the damage dealt into the vortex is more proportionate (Enemies get sucked in and players do damage like we always have done, but this time it deals all that damage to the enemies out of range of the vortex initial area of effect once it ends) The area of effect of the explosion damage would be twice the area of effect of the vortex’s pull.  Reduced range and duration compared to its current values to be used outside of an ultimate ability slot.

Affected by: Strength, duration, efficiency, range mods

2nd New Ability

Name: Support Pad

Effect: Toggle-able between 3 options, Vauban places down either an Energy restore Pad, Health restore Pad, Ammo Restore pad (I have felt like we have needed a frame that can deploy our energy, health or ammo pizzas with an actual ability, this should provide for ample support beyond just CC) Enough said?

Affected by: Strength, duration, efficiency, range mods

3rd Ability Rework

Name: Bastille

Effect: Vauban creates his normal energy-based containment field around himself (Almost like Hildryns ability) in which all enemies that are affected are held in place (regardless of power strength this will hold every enemy in place that is affected by this ability but with a reduction to its base range) but the field is connected to Vauban and moves where he moves (Ability range is going to have to be thought out so it’s not OP and it still would allow bullets and AOE attacks to pass through to Vauban). The ability now has no duration but drains energy from Vauban while active. Enemies within range of his bastille all have their armor and shields lowed based on a %.

Affected by: Efficiency, strength, duration and range mods

 

4th New Ability

Name: Tech MOA

Effect: Vauban summons a powerful support MOA for a duration to come to his and his teammates aid. The MOA will revive downed players (even Vauban), hack consoles (We obviously need a pet/moa AI rework for this to work well), retrieve stolen weapons, carry objective items (such as extra canisters for extraction), display enemy radar up to 50, and shoot a single target electrical net onto enemies to trap and stun them in place. The MOA can be toggled to follow the player or to stay in place.

Affected by: Duration, range and efficiency mods

 

Obviously this is one man’s ideas. Yes it indeed is a complete rework and overhaul of certain things, but maybe he needs that. Some say he just needs a few tweaks. Well his last tweaks didn’t really seem to do much for his value and some of his older abilities just don’t feel well adapted to most situations. I feel like this kit would bring great value to a team and the one playing Vauban. Please tell me what you all think, whether you think it’s great or it is complete trash.  

Edited by (XB1)AMONGTHEWEAK
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I'm going to have to vote "no" on this one.

Your rework involves giving Vauban 3 different "ultimate" abilities (2 of his own and Hildryn's as well), one of which apparently will play the entire game for you while you eat lunch, and inherent Universal Vacuum (which should be on every frame is anything) which would just exacerbate the issue of your exalted pet playing the whole game for you while you reap the rewards.

While the secondary affects help, over all it doesn't necessarily fix his issue of extraneous overlap of his CC abilities.

I do think it would be fun to play, but it's a bit over the top.

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1 hour ago, (PS4)Ozymandias-13- said:

I'm going to have to vote "no" on this one.

Your rework involves giving Vauban 3 different "ultimate" abilities (2 of his own and Hildryn's as well), one of which apparently will play the entire game for you while you eat lunch, and inherent Universal Vacuum (which should be on every frame is anything) which would just exacerbate the issue of your exalted pet playing the whole game for you while you reap the rewards.

While the secondary affects help, over all it doesn't necessarily fix his issue of extraneous overlap of his CC abilities.

I do think it would be fun to play, but it's a bit over the top.

I will try my best to explain my thinking on this process.

Passive- Yes every warframe should really have an innate vacuum precept so when our pets die we can still just keep sucking up that loot, i mean we suck the loot to us anyways and not the pet when we have the vacuum mod on the pet QOL change for warframes  perhaps?. The energy per enemy caught in a trap I feel will help him be able to focus on continually keeping enemies trapped, just how health based characters can keep their energy up because they can just use rage and keep recasting because they basically have unlimited energy as long as they're taking damage. 

1- Limit the amount of vortex to 2 total at one time and have their duration and range lower than what it is now if it wont be in an ultimate spot, that way it wont be so op. Nidus has the tentacle ability which pulls from further and can be easily built to cast and cast to suck enemies in and keep them away from things while shooting at them. I like the vortex of vauban because it continuously keeps sucking in enemies but it could be op if it had a ton of range and duration and you could just leave it there for like a minute. I don't think it is a good ability to have as an ultimate because its purpose could be served elsewhere and have it's ability ranges reduced. although with bastille which basically does the same but just holds the enemies all around a circumference rather than at one point. He can use vortex like we do now to hold a choke point. Also the damage aspect of firing into it and exploding can be removed. Thats like nyx ultimate. 

2- I think being able to support and cc at the same time would be great. His 2 now is just meh to me. Some people like it some people dont. I think we would much rather have energy and or health and ammo restore pads deployable by a particular warframe as an ability in most cases than trip wires or trolly bounce pads etc. 

3- At least allow the bastille to hold all enemies in place who are affected by the ability. Some enemies are immune I get that, but any enemy in range of affect that is affected or not by the bastille hold have their resistances/armor/shields reduced by x amount. Can leave this ability to a duration instead of energy draining and leave it just place-able instead of moving with vauban and having a reduced radius while moving. 

4- This is my thinking on the pet. It's not exalted as it won't modifiable (except for the mods you put on your warframe that affect duration, efficiency etc), like khoras kavat or an exalted weapons. It's a duration based. There to pop when things get sticky and you need help from your pet with something specific at that moment (or like you think you are about to be overwhelmed and your pet will be up and can revive you in case you get downed, assuming the timer is still left on the pet to be active). The capture net idea I had is only a means to capture single targets at a time with a net type trap or electrical stun, and not really do damage. I don't want this idea to make it seem like you can just leave it and it will play for you, but my previous bastille idea I see how it could be left up and forgotten about (due to the passive I had mentioned), but still not every enemy is affected by bastilles hold. I thought it would be neat to have a situational pet that helps in instances of needing a revive, holding a specific target (like kubrows can do but from a ranged cc attack) hacking consoles and carrying extra energy canisters for objectives so its like you got an extra helping hand. Rather than doing the operator canister trick to carry 2. 

 

Thank you for leaving feedback I appreciate it!

Edited by (XB1)AMONGTHEWEAK
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