(PSN)Yes-Man-Kablaam Posted September 19, 2019 Share Posted September 19, 2019 (edited) This is essentially a repost of something i put in general discussion as if you want the devs to even look at it well you put it in feedback so if people have read it before that's why. But i plan to add to it a little bit as the GD post was more of an off the cuff thing. For the most part i quite enjoy Atlas. a full blown rework isn't' necessary. The whole idea from the outset when they made the frame was they don't want to overcomplicate things with forced synergies and just have a simple frame that can do simple things which all of his abilities do pretty well (in my case i sue tectonic fracture though for decent defense) if anything I'd say a few things. I don't want to make too much complications but a couple synergies would be nice I think possibly just tie most of it into rubble. 1. Rubble should add hp and armor regardless of your current health condition for just ease of use with how little rubble you will generally get during normal gameplay unless you're constantly punching everything and petrifying everything which you can't really as he's too energy hungry for doing that. Personally I'd like to see a higher cap on it as well of up to 2500 but that's just me there but i would like a 4 second wait on decay and have it trigger even if it doesn't actively add to your extra armor which with the change i listed it would. perhaps have some of his augments adjust rubble (i'll address those in augments lower) if needed we can reduce the health and armor provided down to 25 to compensate depending on just how much rubble ends up on the field. 2. petrify needs a cost reduction even down to 50 would be a great start to encourage it's use more often to make rubble unless we make rubble more freely available via other methods. 3. Have Rumblers and Tectonics SHED rubble when hit. cooldown say every 5-10 seconds, perhaps 10 on tectonics since it has no timer on it.. The rumblers even without particularly high power strength don't die until the timer is up which is honestly really good and about all you can hope for with a summon in this game They can stagger and on low levels kill pretty decently even if they aren't the smartest. this would make them more of a big force as they're some cc via distraction and you're rewarded for summoning them when you need them with a steadier supply of rubble to build up and gives you more reason for that 100 base energy cost and makes it a pretty good ultimate I would say and it goes counter to you getting less rubble from the rumblers if you summon them really when you need them. 4. This isn't essential but something I would just really like myself is much like the way Frost uses freeze to "pop" his bubbles let Atlas landslide his walls to break them and do an immediate area explosion and perhaps force some rubble to drop? It's give more use for tectonics as much as i love the ability with the augment it's not used much. maybe a way to encourage use of the boulder is to have it drop more rubble per enemy caught in it with 1 extra per enemy and say 3 at base as an example though feel free to adjust as needed. Augments We don't need to make the augments overly complicated either but a few simple bonuses could go a long way to make these more worthwhile. I know eventually DE will end up coming around to a lot of augments and adjusting them though. remember these are in addition to the effects already on the augments. Path of Statues: add 2 seconds to the combo window for landslide Tectonic Fracture: + 200 Base Armor (it sounds like nothing but armor ties into strength of tectonics and Rumblers as well as you of course) Ore Gaze: Rubble gives +50 more armor and 25 more hp per drop Titanic Rumbler: lower Rubble decay by 2 per second so it's only 3 per second decay It's nothing too crazy but i feel they're nice benefits and it's simple. I won't blame DE if they take a different direction with the frame or simply leave him as is as he is a good frame but I would love these changes. Edited September 19, 2019 by (PS4)Yes-Man-Kablaam 1 Link to comment Share on other sites More sharing options...
Walkampf Posted September 19, 2019 Share Posted September 19, 2019 vor 8 Minuten schrieb (PS4)Yes-Man-Kablaam: 1. Rubble should add hp and armor regardless of your current health condition for just ease of use I think getting both whould be to much. I think having exxess health when healing through rubble should be converted to armor. So, if you have lost 1 HP, ou'd get 1 HP and 49 Armor from a rubble pickup. vor 16 Minuten schrieb (PS4)Yes-Man-Kablaam: 4. This isn't essential but something I would just really like myself is much like the way Frost uses freeze to "pop" his bubbles let Atlas landslide his walls to break them and do an immediate area explosion and perhaps force some rubble to drop? I really like the idea. Link to comment Share on other sites More sharing options...
(PSN)Yes-Man-Kablaam Posted September 22, 2019 Author Share Posted September 22, 2019 i give this one little bump before atlas prime shows up. for now though we'll see what happens i'll be farmin him up either way just to see how prime rumblers look! hopefully prime tectonics looks different too but if not what can you do. Link to comment Share on other sites More sharing options...
(XBOX)GodMasterTP Posted September 22, 2019 Share Posted September 22, 2019 Atlas definitely needs a higher cap for rubble, and a better (that means slower) decay rate for rubble. 1500 armor barely translates to decent DR (damage reduction), and at higher levels (100~150) that doesn't give him enough survivability. A cap of 4500 would be much better. Specially because his health isn't high anyways, he would need 9k armor to bump his EHP to Nidus/Rhino levels. Link to comment Share on other sites More sharing options...
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