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Re-Vamped Volt. Updated 1/4


WondahBoah
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Old stuff


"First off, this idea is in no way just mine; this is a conglomeration of multiple reworks of Volt and other Frame suggestions taken from other people (Volt_Cruelerz, Solaurus, Mikovsky for starters).

I'm splitting Volt into a damage caster frame, and an offensive support gunslinger frame (timely as DE confirmed female non-caster) named Arsenal. Arsenal will not be electricity themed, and E. Shield and Speed will be direct influences on two of her skills. I'll also try to refrain from experimenting with damage types as Armor 2.0 is right around the corner. So no AI/electricity mixed skills here. Also, I gave them new functions within their skills via strategic skill key taps to achieve some effect.

As a Volt fix and the release of the new frame are a ways away, let's give DE some ideas in the mean time.
"



More recent old stuff


The stuff up there in Italics is from the old version of the post. I recently spent time playing the S*** outta my Volt, just to try to get a feel for what some of the more "purist" Volt players were trying to say. Personally, I would still prefer Volt be metamorphosed into a Damage/CC caster, akin to what I've created here. I'd play the tar outta that. However, Shield has grown on me, and I've decided to write up a sort of Gunmage archetype for Volt that will incorporate shield. This version will have somewhat different skills and stats than that of the Caster version, as it now promotes gunplay. New skill functions are still prevalent in this one too. I'll leave Arsenal up as an idea open for discussion, but consider her obsolete ATM.

Added new descriptions for the new Volts.

Note that Superconductor also has two versions: CC/damage buff for caster, CC/support/new speed

I also need you guys to pick between Wild Charge, Lightning Blitz, or Arc Rush for Caster Volt's #2 skill name.11/12 Seriously help.

This is subject to changes as Damage/Armor 2.0 rolls in or I am persuaded to make a change. Please read this as diligently as possible so we can have solid discussion.



Recent-er old stuff


So D2.0 came around, and I'm ninja editing this post based on it. What are my finidings. Volt is 50% of the way there: He can do more damage, and is much more fun. Shields are abusive to him, he is still mediocre with Infested, he still doesn't match his archetype, still lacks a conductive skillset (that's pun for fluid), and is very much eclipsed by several other frames. I aim to rectify that.

Well. DE changed even more about D2.0. Volt is now almost as weak to Grineer and Infested as he was before because of electricity being given the short end of the stick.




1/4 Edit reason: Arc Rush clarification--It is NOT another Slash Dash. See the skill.

 

New? READ.

1/21 Most likely the last bump/edit. I want to make the final push for this as a grab bag of ideas that can elevate Volt's gameplay to a new level by moving away from same-y mechanics and prioritizing tactics and fun. If you are for these ideas, fantastic! If not, why not reconsider them as alternate abilities (unless it's the stats... not much we can do there)? DE has said that they've considered adding alt skills; if that were the case, then would you be in favor of these?


Key:
BF= Boosted by Focus (Power Damage)
BC= Boosted by Continuity (Power Duration)
BS= Boosted by Stretch (Power Range)


Volt (Caster)


Base Stats
Health:75 (225 at r30)
Power:150 (225 at r30)
Armor: 15
Shields:150 (450 at r30)
Sprint Speed: 1.15
Aura Polarity: --- (For Siphon)

New description: Volt can absorb and emit immense amounts of electricity for his attacks. This high-damage Warframe is a potent alternative to gun-play.

Skills:

1. Shock (20 energy): Volt looses a deadly stream of electricity that can chain to multiple foes.

Tap once for one bolt of lightning, or hold the button down for a continuous stream of electricity (20 energy/second).
Does 75/120/150/185 BF electric damage, has a guaranteed stun on Corpus, and has a 35% chance to stun other factions each second it is fired. Chains to up to 2/3/4/5 enemies and has a range of 6/8/10/12m BS. Electric proc on the skill (more chains outside initial ones) is 100%, if it wasn't already.

"Volt is now completely mobile when using this skill. In a new animation, Volt fires lightning from both hands (like a real Sith), unless he is firing from a wall run or wall slide. He then fires from the hand not gripping a surface." Better mobility added as of U11. Not quite full range, but more fluid for sure.

12/18 Damage nerf to chain shock: With the new electric damage having a chain proc, and Shock having 100% proc, a damage nerf was in order to match the energy, and to compensate for pumping mass amounts of electricity into several mobs over a sustained period of time. No need for a second ult.

2 . Wild Charge/ Lightning Blitz/ Arc Rush (75 energy): Volt transforms into a bolt of lightning, and launches himself at his enemies, releasing pent up energy in an explosion.

This move is a combination mobility/damage move that has a unique function to it. Pressing 2 will mark a target, friend or foe, or inanimate object, to be launched to. 5 seconds after the target is marked, however, the skill deactivates and no energy is spent. This allows for strategic use, and can prevent misfires.
On to the skill. Volt launches himself at the target, kinda like this:

3xqa.gif

If his target is an enemy, upon contact Volt explodes in a 8m AoE lightning attack (350/450/525/625 BF) that ragdolls enemies. Nothing else happens if his target is another player. Volt can move a total of 10/20/30/45m in any direction before he shorts out and the skill ends. As lightning, he takes the path of least resistance, which happens to include passing through doors and catwalks, but not terrain or walls. This skill is great for hunting down an enemy, catching up to the pack, abandoning them in an air-locked room, or some quick CC.

EDIT: For better solo mobility, light fixtures, doors, walls, and static objects can be tagged to launch to. If an enemy moves into range at the end, the attack continues as normal. Don't launch to explosive barrels.

Edit: I must make it clear that Arc Rush is not intended to be a one directional move akin to Slash Dash or Rhino Charge. Think of it as a combination of the gif and Pikachu's final smash from smash bros:

[url=

]http://www.youtube.com/watch?v=8aYyt_fuwvc%5B/url%5D

If a tagged enemy is on a different vertical level, the skill is supposed to move you upwards towards it.

3. Superconductor (75 energy): Volt turns his enemies into superconductors by draining their negative energy, thus slowing them down and weakening them to his attacks.

Volt applies a radial slow (5/6/8/10 seconds BC) to enemies within a 10/12/15/20m BS, while increasing their weakness to electric damage by 10/12/15/20%. This skill can make Volt viable against all factions, and make Corpus &!$$ themselves. Even if a faction's resistance to electricity makes that 25% negligible (end game, I guess), you still have a nice on hand CC for later levels.

12/18 addition: Superconductor now has a disruptor effect, meaning it eliminates enemy shields for the duration of the debuff. Shield-less enemies are unaffected by the disruptor effect. Addition of the disruptor effect justifies weakness nerf to 10/12/15/20% from 10/15/20/25% electric weakness.

4. Overload (100 energy): Volt violently releases waves of electric power to disintegrate his foes.

12/18: New animation is great, but needs some touching up in how smooth it is. It's not as graceful as I would like, but that's me.

Volt emits pulses doing 150/175/215/250 electric damage BF each second for 3/4/6/7 seconds (in no way affected by duration). Covers 12/15/18/20m BS. All electronics, Corpus, Rollers, and Grineer Regulators act as "hot spots" and can only increase the range of the attack, not its damage. Guaranteed stun on Corpus, 25% on other factions, stagger on bosses. Volt could effectively cover immense areas and destroy loads of enemies with the right set up. Alad help you if he's used Superconductor; at that point enemies should pack up and go home for the night. 25% proc chance



Volt (Gunmage)


Base Stats
Health:75 (225 at r30)
Power:150 (225 at r30)
Armor: 65
Shields:100 (300 at r30)
Sprint Speed: 1.1
Aura Polarity: V (For Rifle Amp)

Volt still has reduced health, but maintains a high energy pool. Also, his max shields have been reduced, but his armor value boosted to 50. He also has a V polarity, primarily for Rifle Amp, because this version allows guns.

Pulse Helmet remains duration centric.

New description: Volt is as unpredictable as lightning on the battlefield, utilizing combinations of both electricity and weaponry to eradicate his foes.

Skills

1. Storm Shot (25 energy): Volt fires off a carefully aimed beam of electricity at a single enemy. Should it not kill, the enemy will suffer from paralysis.

This is Gunmage Volt's version of Shock, with some new twists. Firstly, this move can be charged, as well as zoomed in for controlled aiming. Charging adds no damage, it just aids in aiming/timing. It deals 125/200/375/450 BF electrical damage to an enemy within 30/40/50/55m BS. Survivors are paralyzed by electricity for 3 seconds. This "Shock", however, cannot chain enemies. This is a nice move if you want to play sniper and pick off trash mobs from a distance, or apply some CC to a heavy that would survive the attack. The immense range and paralysis lets you fire off another Storm Shot, or, more likely, do some work with your guns. This skill is designed to befriend users of shotguns and snipers alike, and everything in between. Like Caster Volt's Shock, it is usable in all ranges of motion. Note that the "fire rate," or speed between rapid consecutive casts is very slow. The skill is "Still in Use" for the paralysis duration of 3 seconds.

12/18: Like Shock before it, this has a 100% proc chance. Now you can pick off multiple trash mobs with one shot.

2. Supercharge (50 energy): Volt drains power form nearby enemies and supercharges his weapons and his body. Excess energy is given to teammates.

This may be a welcome change to speed, it may not be. Let's find out. As I said earlier, this is the Gunmage version of Superconductor. Volt applies a radial slow (5/6/8/10 seconds BC) to enemies within a 15/20/22/25m BS radius. In turn, he boosts the fire rates of all his weapons and his movement speed by 10/15/25/50%. Teammates within 15/20/22/25m BS receive only the 10/15/25/50% movement speed boost.

12/18 addition: Supercharge now has a disruptor effect, meaning it eliminates shields for the duration. Shield-less enemies are unaffected.

3. Electric Shield (75 energy): Volt projects a dense field of electricity in front of him that blocks enemy fire and amplifies the attacks of him and his allies.

Very similar to Shield as we know it. Yes, it is remaining static, and only one can be place at a time.

Lasts 10/15/20/25 seconds BC. I don't know how big it is currently, but starting at it's current size, it grows each rank by 0/.25/.5/1m BS in all directions. The 50% additional electric damage it did before is also staying, as is the hit-scan conversion for travel-time weapons. Storm Shot is also affected--firing through shield boosts damage and paralysis time (3s to 5s), however it does not affect the "Skill in use" duration. So firing Storm Shots through shield will not penalize you for increasing the paralysis count. Also, enemies that touch the shield have a 75% chance to be stunned, unless it's a heavy unit/boss, then it has a 10% chance to be stunned. Blocks fire attacks too.

Also, the shield doesn't have that god-awful ripple effect.

11/16: Any and all projectiles fired through by Volt or allies receives boost, including fireballs, javelins, shruikens, psychic bolts,etc. Simply put, projectile frame skills are now affected.

12/18: Shield tacks on 25% Magnetic/25% Electric damage, instead of 50% Electric damage. Proc chances based on guns.



4. Overload (Gunmage version) (100 energy): Volt violently releases waves of electricity to disintegrate his foes. Those left alive enter a "tased" state.

Volt emits pulses doing 150/175/200/215 electric damage BF each second for 3/4/6/7 seconds (in no way affected by duration). Covers 12/15/18/20m BS. All electronics, Corpus, Rollers, and Grineer Regulators act as "hot spots" and can only increase the range of the attack, not its damage. Guaranteed stun on Corpus, 30% on other factions, 10% on bosses. In the right situation, this can be the god of all CC attacks. 45% proc chance.

Enemies left alive enter a "tased" state for 7 seconds. Tased makes it easier to kill enemies with your guns.

Tased: This might yield a little comic relief... enemies left standing continue to move regularly, but at random moments are electrocuted by residual electricity in their bodies, which does no damage, but halts all movement, instead leaving them in very "Crocker-esque" stun animation for a moment:

tumblr_lbvs69rrXH1qe4k4jo1_500.gif



I think I did fine in separating Volt into two core play styles that he can succeed in, as well as creating synergistic kits for him that would make him deadly, as well as fun to play with.

12/18: Tweaked some numbers (several balance nerfs), added definitive proc chances... I think it's almost a finished product. Need more gameplay data. Feel free to add your own findings.

12/20: Ideally, a fixed Shock, Caster's Shock, or Storm Shot could be the 1st skill for either of the proposed archetypes of Volt. Consider the three interchangeable.
 

Edited by WondahBoah
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right. This is not a pointlessly outlandish rework.

You @(*()$ kidding me right now?

This post, and 90% of all the other VOLT buff threads all spit out nonsense suggestions that introduce pointless, and outlandish changes that don't need to happen, and won't accomplish anything..

Like it or not, what I'm saying is correct.

 

DE listens to their players, and that's good, but they listen a bit too much.

And I'm not about to let you guys and your rediculous changes reach DE, you are NOT going to ruin VOLT.

 

I WILL NOT LET YOU.

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You @(*()$ kidding me right now?

This post, and 90% of all the other VOLT buff threads all spit out nonsense suggestions that introduce pointless, and outlandish changes that don't need to happen, and won't accomplish anything..

Like it or not, what I'm saying is correct.

DE listens to their players, and that's good, but they listen a bit too much.

And I'm not about to let you guys and your rediculous changes reach DE, you are NOT going to ruin VOLT.

I WILL NOT LET YOU.

I must ask you to calm down. Don't like it? Mail DE. Report me. Make a thread about it. But do not lose your head over a character in a game, especially not in my thread. Passion and blind rage are some different things. Edited by WondahBoah
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Lol? Asking me to calm down?

I'm not on a blind rage tangent..

 

But like I said, I'm not going to let people ruin a frame, (especially my favorite one), just because they know nothing about Create-A-ing.. (Creating content within a game or similar circumstances while respecting the rules of pre-existing content within that medium. Example: Not being pointlessly outlandish.)

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Volt

making powers more mobile is always good.

 

Biotic Charge! f*ck yeah. and it even serves a purpose here. i'm not sure about the safety mechanism. i don't press power buttons unless i intend to and i have a habit of continuing to press movement buttons while powers are casting.

 

power 3 sounds interesting. though i think i might wish it did something else as well.

 

:/ Overload is still a large AoE stun then? personally, electronics are the only thing that give Overload even the slightest viability to kill things. currently, even quite low level enemies can survive Overload if there's no electronics around. Corpus take some more damage, but can still easily survive it. 

honestly, unless the non-combative effect lasts a good while, it'll still be worthless for the energy cost. 

though, Volt could be the only frame with a slot 4 power that doesn't cost 100 energy, with the idea being that Volt uses more utility and CC than pure killing power, thus the power would probably cost less to be fair.

 

 

'Arsenal'

slot 1 power sounds almost like cheating.

 

Supression Field and it's operation sounds quite useful.

 

this turret, hm. the non-combative aspects are useful, but the damage aspect isn't. maybe it should operate differently than just 'shoot lotta bullets' to be useful at all times, but not out damaging everyone else. perhaps a Railgun? working almost identically to Railgun MOA's. medium range, high damage, charge time, shoots where the turret was aiming when it started charging. so if you stun big enemies, the turret will help you out and deal some good damage. but on it's own, it won't be that great.

 

i'm not sure i like Specialist at all. 

 

 

shame there's no concept art for this sub Volt frame. but since it's a long ways off to being added to Warframe, if added at all, i'm not too surprised.

while we're at it though, it would be great of Volt could lose that skirt and weird melee shaped growth on his waist. they simply don't match an electric themed frame.

 

on a side note, i'm glad Speed isn't there anymore, honestly. i HATE when Volts troll the f*ck out of me and constantly recast Speed on me. games. should. never. ever. ever. f*ck with Mouse Sensitivity and Field of View. ever. ever. ever.

 

edit:

And I'm not about to let you guys and your rediculous changes reach DE, you are NOT going to ruin VOLT.

atleast some of us have used Volt(was my starter frame). 

what is your preference then? change all his damage to Physics Impact? 'cause that's clearly a simple change that makes every frame different but still useful, heh. 

 

if you don't like suggestions, cool, but you're not suggesting anything else. once again, just multiplying his stats won't make him stand out with how the game is currently built. 

Edited by taiiat
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Volt

making powers more mobile is always good.

 

Biotic Charge! f*ck yeah. and it even serves a purpose here. i'm not sure about the safety mechanism. i don't press power buttons unless i intend to and i have a habit of continuing to press movement buttons while powers are casting.

 

power 3 sounds interesting. though i think i might wish it did something else as well.

 

:/ Overload is still a large AoE stun then? personally, electronics are the only thing that give Overload even the slightest viability to kill things. currently, even quite low level enemies can survive Overload if there's no electronics around. Corpus take some more damage, but can still easily survive it. 

honestly, unless the non-combative effect lasts a good while, it'll still be worthless for the energy cost. 

though, Volt could be the only frame with a slot 4 power that doesn't cost 100 energy, with the idea being that Volt uses more utility and CC than pure killing power, thus the power would probably cost less to be fair.

 

 

'Arsenal'

slot 1 power sounds almost like cheating.

 

Supression Field and it's operation sounds quite useful.

 

this turret, hm. the non-combative aspects are useful, but the damage aspect isn't. maybe it should operate differently than just 'shoot lotta bullets' to be useful at all times, but not out damaging everyone else. perhaps a Railgun? working almost identically to Railgun MOA's. medium range, high damage, charge time, shoots where the turret was aiming when it started charging. so if you stun big enemies, the turret will help you out and deal some good damage. but on it's own, it won't be that great.

 

i'm not sure i like Specialist at all. 

 

 

shame there's no concept art for this sub Volt frame. but since it's a long ways off to being added to Warframe, if added at all, i'm not too surprised.

while we're at it though, it would be great of Volt could lose that skirt and weird melee shaped growth on his waist. they simply don't match an electric themed frame.

Volt

Superconductor is actually comparable to an M. Prime focused only around volt's skills and without the massive carpet bomb effect. So I think it's ok

I tweaked Overload a little though :D but yeah I left it because of Armor 2.0, being that the main problem is just that. And you cant tell me you dont like the "tased" idea; it could be pretty funny

Arsenal

1 almost

3 I mean at that point you're meant to switch to stun grenades or shield/speed boost. Smarter, not harder. And changing assault to railgun attacks essentially gives the turret two CC modes, which is a little redundant

4 yeah, it needs work

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wall slide? whats that?

Where you run up a wall, but dont dismount. You will slowly slide down the wall until you release/jump off. The great thing about this is that you can perch up high with a wallrun, and have time to aim down and shock your enemies

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