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YatogamiOdin

Atlas Revisited: Rescuing the Rumblers and Tossing a New Ability into the Mix

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As Atlas Prime Access draws to a close, I feel the need to express my disappointment. Atlas has received some updates between his rework in Feb 2018 as part of Update 22.X and now, but he doesn't flow as well as some other frames even with his much-improved Petrify. My hope for the future is that his Tectonics and Rumblers will receive the Bastille treatment and be combined into a single ability.

Vauban can collapse all extant Bastilles into Vortices by holding 4, so it stands to reason that Atlas could be given the ability to place two or three Bulwarks by default and transform them into Rumblers by the same mechanic. This combined ability would alleviate the poor flow of his current Tectonics, offering both greater defensive coverage and the option of taking the Bulwarks with him as he, for example, moves from one Mobile Defense objective to another.

This would also allow the addition of a new ability to consume his Rubble armor. I feel that the addition of a gameplay loop of building and spending Rubble would make Atlas feel much more dynamic and encourage the interweaving of his abilities. My primary inspiration for this is the Dread Heart aspect of Garuda's Dread Mirror ability.

Proposed Replacement Ability: Seismic Toss

Spoiler

Seismic Toss

Atlas begins channeling with his fist raised as an upper body animation that reduces him to walking speed. This drains 25 energy and accumulates 50 / 100 / 150 / 200 damage per tick (1.0 second). If Atlas possesses Rubble armor, this is also drained at 25 per tick and likewise adds 50 / 100 / 150 / 200 damage per tick. When the ability button is released or when energy is depleted, he thrusts his fist forward and releases a boulder at the aim point, which explodes on contact with an enemy or the enviroment and deals its accumulated damage as 100% Puncture within a 3 / 3 / 4 / 5 meter radius. A direct impact additionally deals the accumulated damage to a single enemy as 100% Impact. Damage ragdolls all enemies within the area of effect, but does not bypass obstacles in the environment and diminishes with distance.

Ability Strength affects the damage accumulated per tick.

Ability Efficiency affects the energy cost per tick. It does not affect the damage accumulated per tick.

The amount of Rubble consumed per tick is not affected by Ability Efficiency.

Ability Range increases the radius of the explosion

Ability Duration does not affect this ability.

Channeling speed (tick duration) is affected by casting speed modifiers.

Ability Synergy:

Armor gained from killing petrified enemies can be consumed to increase Seismic Toss' accumulated damage per tick. In addition, the explosions radius is increased by 50% after 3, 5, 7, and 10 ticks of channeling (see the Edit 1 of the design notes below).

If the thrown boulder directly impacts a Bulwark or Rumbler, the Bulwark or Rumbler's current health is added to the explosion's radial damage, and the damage radius is doubled. This destroys the Bulwark or Rumbler, leaving behind 1 piece of Rubble.

Augment: Seismic Slam

This augment changes the ability from a boulder toss into a ground slam; presumably the base visuals of Atlas charging a punch would remain the same until release, where he punches the boulder into the ground instead of throwing it. Instead of creating a circular explosion at the point of aim, Seismic Slam would produce a small circular explosion (perhaps 2-4 meters in diameter) centered on Atlas and a cone-shaped attack in the direction of the point of aim. The radius of the circular area would not scale with ability range, as its purpose is simply to prevent a total miss against enemies directly to Atlas' side or rear. The width (angle) and length of the cone would scale with ability range. The former might be capped at 60 degrees as with Frost's Ice Wave, or 360 degree as with Oberon's Hallowed Ground.

The augment could change only the shape of the attack, or it might alter the damage characteristics as well, as seen with Banshee's Resonating Quake. On that note, perhaps Seismic Slam should emulate more closely and change the channeled attack into an instant cast with fixed energy and Rubble costs. Either way, the intent is to provide more flexibility in Atlas' kit.

Design Notes: Atlas Prime has an energy pool of 262 at rank 30, assuming no other modifiers. This allows him to channel for 10.48 ticks over 10.48s, assuming no efficiency or casting speed mods. With the stipulated damage scaling, he should be able to deal 2,096 damage at the center of the explosion (doubled for an enemy directly struck) before taking damage multipliers into account. If he had at least 262 Rubble armor at the time he began casting, 262 Rubble armor would be drained to increase this damage by 2,096 for a total of 4,192 damage at the center of the explosion. The intention was to low-ball the damage scaling for this first draft; my focus is primarily to pitch the concept of the ability, and leave fine-tuning the numbers for later. Without empirical testing, my ability to accurately project DPS numbers is limited. Explosion radius and damage composition of the ability is based on Tectonics' boulder as it functions now.

The ability synergy with the revised Tectonics ability (see below) is inspired by the interaction between Frost's Freeze and Snow Globe, and that between Wisp's Reservoirs and Breach Surge. It is just as important that Atlas be given the ability to move or destroy his Bulwarks as it is for Frost to move or destroy his globes. This also provides Atlas with a long-range AoE nuke to complement the short-range damage and crowd-control of his Landslide. In the case of a destroyed Rumbler, the radial damage from Seismic Toss replaces (i.e. does not stack with) its normal on-death explosion.

As an aesthetic element, ideally stones would begin to accumulate on Atlas' hand as he channeled the ability. If the ability is fueled purely by energy, the stone accumulation would be plain and minimal. If Rubble is channeled into the ability, the stone accumulation should increase in size and scale in proportion to the amount of Rubble armor consumed. However, some restraint must be exercised so as not to occlude the aiming reticle.

EDIT 1: Additional synergy has been added where longer channels increase the boulder's explosion radius. The current proposed scaling echoes the pattern set by Nidus' Mutation stacks: The boulder's explosion radius gains +50% range after 3 ticks (75 armor consumed), +100% range after 5 ticks (125 armor consumed), +150% range after 7 ticks (175 armor consumed), and +200% range after 10 ticks (250 armor consumed). Using baseline states, it would take 10 seconds and 250 energy to create a 15 meter explosion dealing 2000 damage at its epicenter. I mentioned that the intention was to low-ball the numbers to get the concept across, but the cost of channeling does not seem worth it at this time.

I propose reducing the tick duration to 0.5 seconds and the energy cost per tick to 10, which would allow for a 5 second channel to deal 2000 damage at the cost of 100 energy. That feels a bit more appropriate while still not overdoing things. I will leave the numbers at their current values until I receive more feedback on this change.

_________________________________________________________________________________

Proposed Replacement Ability: Tectonics

Spoiler

Tectonics

The basic functionalities of the revised Tectonics' constituent abilities remain much the same as they are now. When tapping the ability button, Atlas will create a Bulwark as he does now, with the same health calculations and damage absorption period. He can create up to 1 / 1 / 2 / 3 Bulwarks at a time; any Bulwarks placed in excess of this limit will remove the oldest Bulwark, which leaves behind 1 Rubble as it collapses. This summon cap should not be affected by mods.

When the ability button is held, all extant Bulwarks begin to emit a petrification field as per his current Rumblers ability. For reference, this field has a radius of 3 / 4 / 5 / 6 meters and petrifies enemies for 10 seconds. At the end of the 2.5 second casting time, extant Bulwarks transform into Rumblers. These maintain the respective health values they had as Bulwarks, but otherwise use the same size, damage, and speed scaling of the current Rumblers. Rumbler duration likewise remains the same at 15 / 20 / 30 / 45 seconds.

  • EDIT: The current implementation of Rumblers has some awkward anti-synergy built in; Petrify heals Rumblers, but a fully healed Rumbler won't drop Rubble. This makes Rumblers an unreliable source of Rubble unless manually detonated. Azamagon has suggested that Rumblers instead be given the ability to generate Rubble when damaged, with an internal cooldown so as not to produce too much. As a suggestion, perhaps every 500 damage taken produces 1 Rubble with a 1.5s cooldown. The amount of damage required to produce Rubble should probably not be affected by mods. However, the cooldown should be inversely proportional to duration such that higher duration reduces the cooldown.
    • Rubble Generation Cooldown = 1.5 seconds ÷ (Ability Duration)

The summon cap for Bulwarks and Rumblers is shared; at maximum rank, if he has 2 active Rumblers, he can only summon at most 1 Bulwark. To minimize accidental destruction of Rumblers, the Bulwark cap should function somewhat independently at its new value. Consider a situation where Atlas has 2 active Rumblers and 1 active Bulwark. Tapping the ability button again should cause the Bulwark to collapse as a new one is created, and the Rumblers should be unaffected.

If the ability button is held while there are active Rumblers, all active Rumblers explode as they do now, dealing 500 / 750 / 1000 / 1250 Blast damage to enemies within 3 / 4 / 5 / 6 meters and leaving behind 1 Rubble per Rumbler. If there are any extant Bulwarks at this time, they emit a petrification field and animate as Rumblers as normal for this revised ability.

Ability Synergy:

Casting Petrify on a Bulwark or Rumbler increases its health to full, i.e. the value it had as a Bulwark at the end of its damage absorption period.

If the thrown boulder from Seismic Toss directly impacts a Bulwark or Rumbler, the Bulwark or Rumbler's current health is added to the explosion's radial damage, and the damage radius is doubled. This destroys the Bulwark or Rumbler, leaving behind 1 piece of Rubble.

Augment: Tectonic Fracture

This augment reuses the name and part of the idea from the existing Tectonics Augment. The intent would be to separate the Bulwark/Rumbler cap into two separate pools for even greater tactical flexibility. From the proposed cap of 3 total Bulwarks and Rumblers, at max rank this augment might allow 3 Bulwarks and 2 Rumblers for a total of 5 summons.

To facilitate the process of obtaining the desired composition, the augment would ideally change the functionality of the ability to create Bulwarks with a tap and Rumblers with hold. This removes any possibility of interplay with the proposed carry-over of Bulwark health to Rumbler health, but also makes it so that a player cannot remove existing Bulwarks by summoning Rumblers.

Design Notes: The intent with this combined ability is much the same as with Vauban's—to take the best aspects of both abilities and streamline them as a single, multipurpose tool. The increase of the Bulwark cap from 1 to 3 removes the need for the Tectonic Fracture augment, and gives Atlas the most flexibility with regards to both area denial and allied support; he can have any combination of three total Bulwarks and Rumblers running as best suits whatever situation he finds himself in. I think that is exactly what he needs to provide a more engaging and rewarding player experience.

At the time of writing, I perceive two... let me call them missed opportunities.

First, the extra health gained by a Bulwark does not, as currently written, affect its performance as a Rumbler beyond making it more durable. I think that if a Bulwark with a large amount of converted health dealt commensurately higher damage as a Rumbler, that might provide a positive feedback experience for the player. However, I am unsure how this ability would scale. Perhaps I could take a page from Harrow's Covenant and add a percentage damage modifier per X points of damage absorbed, e.g. +1.00% Rumbler damage per 100 points of damage converted to health during its invulnerability period as a Bulwark, to a cap of +50% damage with 5,000 points of damage absorbed. This may come at the cost of an excessive amount of under-the-hood variable tracking, though, so for practical reasons one might simply have to be content with a more durable Rumbler, which indirectly benefits Seismic Toss anyway.

Second, Rumbler health is currently affected by shields gained from leveling as well as shield mods. While I have not personally encountered any Atlas players who focused on shield mods, there is perhaps a niche to be developed there with the current version of the Rumblers. That being said, I would happily exchange the shield scaling to Rumbler health (even accounting for Atlas Prime's increased shields) for a combined Tectonics/Rumblers ability.

EDIT 1: The ability for Rumblers to drop Rubble when damaged has been penciled in. To continue the discussion from the ability description, the current maximum attainable duration is 306%, which means the cooldown could be reduced to at most 1.5 ÷ 3.06 = 0.49 seconds. A much more modest 155% duration (attainable with a maxed Primed Continuity) reduces the cooldown from 1.5 seconds to 0.97 seconds. Without empirical testing, it's difficult to know how much Rubble these would generate over the course of a typical engagement, but I feel the numbers are in a good place.

This mechanic would incentivize keeping the Rumblers' health topped up for as long as possible, thereby emphasizing the use of Petrify and high duration builds as well. However, I have seen on the forum that the Rumblers having a duration at all hampers their effectiveness. Removing the duration on the Rumblers themselves would allow for better employment as long-term escorts, since Petrify could be recast as necessary to heal them. Duration scaling would remain favorable because long-lived Rumblers stand to provide more Rubble over time.

_________________________________________________________________________________

Summary: Atlas' Landslide and Petrify would remain unchanged, as I feel they function very well as they are now within the game's current environment. Atlas' second ability, Tectonics, would be replaced by Seismic Toss, detailed above. His fourth ability, Rumblers, would be rebranded as the new Tectonics and have aspects of both constituent abilities with added player interaction.

Changelog:

Spoiler
  • 11/30/2019, ~06:00
    • Seismic Toss gains increased range based on the number of ticks spent channeling, to a cap of +200% range after 10 ticks.
    • Seismic Toss has been given the Seismic Slam augment, which changes the attack from a ranged circular AoE to a cone originating from Atlas' location.
    • Rumblers drop Rubble after sustaining a given amount of damage. At the time of writing, a Rumbler will drop 1 Rubble after sustaining 500 damage, with a 1.5s cooldown.
    • The Tectonic Fracture augment has been restored; this version separates the summon cap of 3 total Bulwarks/Rumblers to 3 Bulwarks and 2 Rumblers.

 

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I like the idea of combining Rumblers and Tectonics, but I have some issues / ideas with it:

  • I don't think Rumblers should count towards the Bulwark summon cap or vice versa, as I feel having 3 Bulwarks and 2 Rumblers (which you can have now) is reasonable. This part could need a rethinking - I'd propose to let them have two completely different caps (3 Bulwarks and 2 Rumblers, for example), or at least increase the max total cap to 5, but you also can't summon more than 2 Rumblers at once.
  • While the idea of having Rumblers come alive from Bulwark's (including taking on their health) is very neat, I can see it being rather clunky too, tbh. I'd rather they stay independant from one another (Just simply tap to summon a Bulwark - hold to summon Rumblers (or destroy them if already active)). Yeah, it's a bit boring, but it'd be a lot more fluid too.
    • I understand that this defeats the purpose of letting you "move Bulwarks on the go", in a sense, but it doesn't really bother me personally that Bulwarks are left behind and whatnot.
  • Duration on Rumblers is something that needs to go, imo. I'd rather have this: Whenever a Bulwark or Rumbler is damaged, they drop 1 Rubble. This has a cooldown, affected by Duration (more duration = less cooldown).
    • This gives Petrify a reason to heal Rumblers (and Bulwarks too now), as their duration makes this synergy completely moot at the moment.

As for Seismic Toss - While neat (as it provides some range, and has some similarity to the boulders of the Rumblers), I'd prefer something that fits with the Atlas lore from the Leverian, maybe a Seismic Slam? I.e. pound the ground, causing a moderate quake AoE around him, along with a massive shockwave cone, with rocks flung forward, kind of like a rock avalanche.

Also, sidenote: I'm real tired of this additional resource management (like battery meter on Gauss, Immolation meter on Ember etc) - We have energy, let that be our resource to manage. I want to play and watch the game, not "play and watch the UI".

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1 hour ago, Azamagon said:

I like the idea of combining Rumblers and Tectonics, but I have some issues / ideas with it:

  • I don't think Rumblers should count towards the Bulwark summon cap or vice versa, as I feel having 3 Bulwarks and 2 Rumblers (which you can have now) is reasonable. This part could need a rethinking - I'd propose to let them have two completely different caps (3 Bulwarks and 2 Rumblers, for example), or at least increase the max total cap to 5, but you also can't summon more than 2 Rumblers at once.
  • While the idea of having Rumblers come alive from Bulwark's (including taking on their health) is very neat, I can see it being rather clunky too, tbh. I'd rather they stay independant from one another (Just simply tap to summon a Bulwark - hold to summon Rumblers (or destroy them if already active)). Yeah, it's a bit boring, but it'd be a lot more fluid too.
    • I understand that this defeats the purpose of letting you "move Bulwarks on the go", in a sense, but it doesn't really bother me personally that Bulwarks are left behind and whatnot.
  • Duration on Rumblers is something that needs to go, imo. I'd rather have this: Whenever a Bulwark or Rumbler is damaged, they drop 1 Rubble. This has a cooldown, affected by Duration (more duration = less cooldown).
    • This gives Petrify a reason to heal Rumblers (and Bulwarks too now), as their duration makes this synergy completely moot at the moment.

As for Seismic Toss - While neat (as it provides some range, and has some similarity to the boulders of the Rumblers), I'd prefer something that fits with the Atlas lore from the Leverian, maybe a Seismic Slam? I.e. pound the ground, causing a moderate quake AoE around him, along with a massive shockwave cone, with rocks flung forward, kind of like a rock avalanche.

Also, sidenote: I'm real tired of this additional resource management (like battery meter on Gauss, Immolation meter on Ember etc) - We have energy, let that be our resource to manage. I want to play and watch the game, not "play and watch the UI".

Thank you for replying.

  • Yes, the summon cap is definitely something that can be played with. I actually think that this might be a good way to repurpose the Tectonic Fracture augment—slotting it could separate the summon cap into 3 Bulwarks and 2 Rumblers as you suggested.
  • Leaving the Bulwarks behind is indeed not a major issue, because they can simply be recast at a new location at the press of a button. This is true with both the live version and my proposed revision. I pushed for "taking the Bulwarks with you" with my revision because that is a concept that I enjoy and hope that others would enjoy as well. The Rumblers carrying over their health as Bulwarks is definitely not a necessary part of that; their health can simply be reinitialized on transformation using the current scaling formula. My primary goal with the revised ability is opening up space for another ability.
  • Currently, the "drop Rubble on death" synergy is mostly enabled by recasting, causing the Rumblers to self-destruct. With a large energy pool and/or high efficiency, one can spam Rumbler casts for Rubble boost. With that being said, I do agree that it is somewhat contradictory to the "heal Rumblers on Petrify" synergy. I am unsure whether I would want the Rubble drop cooldown for your proposed version to be affected by duration mods, but I embrace the general concept and will edit it into the original post, with credit to you, of course.
    • On further thought, if the duration scaling worked similarly to reload speed scaling (Reload Time = Weapon Reload Time ÷ [1 + Mod Reload Bonus]), that might work. Currently, the maximum attainable duration is +306%, which translates to a +206% duration bonus. If we give the Rubble drop a 1.0s cooldown, 306% could reduce that to 1 ÷ (1 + 2.06) = ~0.327s, which might be a bit on the low side. Of course, the obvious solution is to impose a cap or rather floor, e.g. 0.5s at 200% duration, i.e. a +100% duration bonus.
  • I did consider different flavors of AoE, and opted for the boulder toss as the initial proposal because it most closely resembled the existing boulders from Tectonics and Rumblers. The most appealing alternative to me is a cone attack, perhaps with a small circular area around Atlas himself to hit enemies to his immediate side or rear at the time of release. This would, of course, be a ground-propagated attack that extends a short distance off the ground to account for low-fliers like Ospreys. The game has no shortage of similar abilities at present, e.g. Frost's Ice Wave or Oberon's Hallowed Ground. Range mods could expand both the length and width of the cone, perhaps to a cap of 180 degrees, or 360 like Hallowed Ground's for a true earthquake experience.
    • This might also be a place for an augment. I would be satisfied with either version as the base ability, and would most certainly keep the augment in my pocket for alternate configs.
  • This is a matter of taste, but I rather like the additional resource management present on the likes of Gauss and Ember, as I do not feel these mechanics are intrusive to gameplay. On the contrary, I find them engaging, which is why I want Atlas' Rubble armor to be a resource, not just a meter to keep topped up. I am sure there are others who feel as I do, and others who feel as you do. That's why I'm glad we have 42 frames now, to cater to different tastes.

I will be editing the original post as my schedule allows. There will be a changelog appended to the end of the post for clarity.

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2 minutes ago, YatogamiOdin said:

Thank you for replying.

  • Yes, the summon cap is definitely something that can be played with. I actually think that this might be a good way to repurpose the Tectonic Fracture augment—slotting it could separate the summon cap into 3 Bulwarks and 2 Rumblers as you suggested.
  • Leaving the Bulwarks behind is indeed not a major issue, because they can simply be recast at a new location at the press of a button. This is true with both the live version and my proposed revision. I pushed for "taking the Bulwarks with you" with my revision because that is a concept that I enjoy and hope that others would enjoy as well. The Rumblers carrying over their health as Bulwarks is definitely not a necessary part of that; their health can simply be reinitialized on transformation using the current scaling formula. My primary goal with the revised ability is opening up space for another ability.
  • Currently, the "drop Rubble on death" synergy is mostly enabled by recasting, causing the Rumblers to self-destruct. With a large energy pool and/or high efficiency, one can spam Rumbler casts for Rubble boost. With that being said, I do agree that it is somewhat contradictory to the "heal Rumblers on Petrify" synergy. I am unsure whether I would want the Rubble drop cooldown for your proposed version to be affected by duration mods, but I embrace the general concept and will edit it into the original post, with credit to you, of course.
    • On further thought, if the duration scaling worked similarly to reload speed scaling (Reload Time = Weapon Reload Time ÷ [1 + Mod Reload Bonus]), that might work. Currently, the maximum attainable duration is +306%, which translates to a +206% duration bonus. If we give the Rubble drop a 1.0s cooldown, 306% could reduce that to 1 ÷ (1 + 2.06) = ~0.327s, which might be a bit on the low side. Of course, the obvious solution is to impose a cap or rather floor, e.g. 0.5s at 200% duration, i.e. a +100% duration bonus.
  • I did consider different flavors of AoE, and opted for the boulder toss as the initial proposal because it most closely resembled the existing boulders from Tectonics and Rumblers. The most appealing alternative to me is a cone attack, perhaps with a small circular area around Atlas himself to hit enemies to his immediate side or rear at the time of release. This would, of course, be a ground-propagated attack that extends a short distance off the ground to account for low-fliers like Ospreys. The game has no shortage of similar abilities at present, e.g. Frost's Ice Wave or Oberon's Hallowed Ground. Range mods could expand both the length and width of the cone, perhaps to a cap of 180 degrees, or 360 like Hallowed Ground's for a true earthquake experience.
    • This might also be a place for an augment. I would be satisfied with either version as the base ability, and would most certainly keep the augment in my pocket for alternate configs.
  • This is a matter of taste, but I rather like the additional resource management present on the likes of Gauss and Ember, as I do not feel these mechanics are intrusive to gameplay. On the contrary, I find them engaging, which is why I want Atlas' Rubble armor to be a resource, not just a meter to keep topped up. I am sure there are others who feel as I do, and others who feel as you do. That's why I'm glad we have 42 frames now, to cater to different tastes.

I will be editing the original post as my schedule allows. There will be a changelog appended to the end of the post for clarity.

  • As long as we can defend an object (i.e. Excavation drill etc) and have some Rumblers running around - you've got no quarrels with me hehe.
  • Gotcha!
  • Yeah, it's weird. If you kill them fast = Best amount of rubble. Keeping them alive as long as possible, nearly no rubble at all. I mean, huh, how does that encourage me to keep them alive? Haven't they already been dropping a bunch of stone along their life while being attacked?
    • Yes, that's what I meant. Then there'd be no need for hardcaps. I can even see the base time being much higher, like up as high as 5 seconds. Just so there's an incentive to mod for duration and continuously keeping them alive with Petrify as well.
  • As you said:
    The most appealing alternative to me is a cone attack, perhaps with a small circular area around Atlas himself to hit enemies to his immediate side or rear at the time of release. This would, of course, be a ground-propagated attack that extends a short distance off the ground to account for low-fliers like Ospreys.
    ^^^ That's what I meant, actually! I could even see it being tied into the Landslide comboing, as a massive finisher kind of move. But now when I think about it, it has direct overlap with Landslide (since it's just another nuke), which is a little meh. A ranged boulder attack might be better, after all - as while that's also a nuke, it adds something new to the kit at least (i.e. range).
    (Off track a bit: However, the flavour of punching the ground could still be kept; What if the augment for Petrify instead turned Petrify into a quaking groundpunch, with an AoE petrification (rather than being a boring loot-mod)? I'll stop derping with the "brawler" thoughts now, hehe)
  • Each to their own, for sure. I just really, really despise those meters. And yes, the meters are fine on the Warframes that were designed with them in mind from the start (like Nidus and Gauss), but I absolutely HATE what they did to Ember, and would get absolutely furious if they did the same butchering change to Atlas!

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9 hours ago, YatogamiOdin said:

These maintain the respective health values they had as Bulwarks, but otherwise use the same size, damage, and speed scaling of the current Rumblers. Rumbler duration likewise remains the same at 15 / 20 / 30 / 45 seconds.

One of the main problem of rumblers is that they deal low to no damage in Sortie 1 or higher level, making them near useless or just an aggro drawer. Maybe allow their damage scale from the equipped melee weapon? This makes the rumbler poses a real threat to the enemy and make their damage viable in high level.

Removed the duration, but reduce the max health of rumblers to compensate.
 

10 hours ago, YatogamiOdin said:

When the ability button is released or when energy is depleted, he thrusts his fist forward and releases a boulder at the aim point, which explodes on contact with an enemy or the enviroment and deals its accumulated damage as 100% Puncture within a 3 / 3 / 4 / 5 meter radius.

The radius is too low, making it not great at clearing crowds of enemies (Garuda laughing in the distance). Maybe make the range increases the longer the time spent on charging? The range increases by 2 meters every second affected by range mods and It has to be capped of course, I propose the max radius is 20 meters affected by range mods.

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On 2019-11-28 at 5:57 PM, Azamagon said:
  • If you kill [the Rumblers] fast = Best amount of rubble. Keeping them alive as long as possible, nearly no rubble at all. I mean, huh, how does that encourage me to keep them alive? Haven't they already been dropping a bunch of stone along their life while being attacked?
    • Yes, that's what I meant. Then there'd be no need for hardcaps. I can even see the base time being much higher, like up as high as 5 seconds. Just so there's an incentive to mod for duration and continuously keeping them alive with Petrify as well.
  • As you said:
    The most appealing alternative to me is a cone attack, perhaps with a small circular area around Atlas himself to hit enemies to his immediate side or rear at the time of release. This would, of course, be a ground-propagated attack that extends a short distance off the ground to account for low-fliers like Ospreys.
    ^^^ That's what I meant, actually! I could even see it being tied into the Landslide comboing, as a massive finisher kind of move. But now when I think about it, it has direct overlap with Landslide (since it's just another nuke), which is a little meh. A ranged boulder attack might be better, after all - as while that's also a nuke, it adds something new to the kit at least (i.e. range).
    (Off track a bit: However, the flavour of punching the ground could still be kept; What if the augment for Petrify instead turned Petrify into a quaking groundpunch, with an AoE petrification (rather than being a boring loot-mod)? I'll stop derping with the "brawler" thoughts now, hehe)

I have added in the Rumbler Rubble drop mechanic as well as the Seismic Slam and Tectonic Fracture augments to the original post. A discussion of a new Petrify augment will come at a later time.

On 2019-11-29 at 12:44 AM, DrivaMain said:

One of the main problem of rumblers is that they deal low to no damage in Sortie 1 or higher level, making them near useless or just an aggro drawer. Maybe allow their damage scale from the equipped melee weapon? This makes the rumbler poses a real threat to the enemy and make their damage viable in high level.

Removed the duration, but reduce the max health of rumblers to compensate.
 

The radius is too low, making it not great at clearing crowds of enemies (Garuda laughing in the distance). Maybe make the range increases the longer the time spent on charging? The range increases by 2 meters every second affected by range mods and It has to be capped of course, I propose the max radius is 20 meters affected by range mods.

I have not yet changed the Rumblers' damage scaling, but this is not the first time I have heard this complaint. Atlas' Landslide already has melee mod scaling, which could be used as an argument either for or against adding that scaling to another ability. I am personally in the "add it" camp, because it further incentivizes attentive modding in Atlas' loadout.

I have made a note about removing the Rumblers' duration as part of Edit 1 of the Tectonics design notes. I'm not sure a reduction in health is needed because the player can expend energy to heal the Rumblers more or less at will.

I have added range scaling to Seismic Toss based on the number of ticks spent channeling, to a maximum of +200% range after 10 ticks. However, see the design notes for thoughts on the energy cost and tick duration of channeling.

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