Konnstruct Posted October 16, 2013 Posted October 16, 2013 LOVING the volt reworks. I would love if these were implemented. Not interested in Arsenal, aside from maybe the turret.
zephyrdragoon Posted October 16, 2013 Posted October 16, 2013 That wild charge looks great. Going through thin walls like cover or corners would be nice. Maybe boosting strength or range allows you to pass through thin objects. I overall really like the changes you propose.
Andaeros Posted October 16, 2013 Posted October 16, 2013 This is an interesting set of suggestions as it really narrows down Volt, but I don't necessarily agree with him being given the suggested changes. I will say that Volt is given abilities that try and make him too many things for four slots to accomodate, and as a result he doesn't excel in anything. Shield being affected by stretch would be interesting I suppose but if it were me I'd make it electric damage for enemies to pass through and not try and make it have a half-as-good frost shield potential. As for overload not having increased damage from electronics, that would make it even worse than it already is and it's currently pretty bad. That being said the issue with the ability is it's contextual and one-shot for its full effect to occur which makes it useless for things like defense where you blow up the room once then have nothing. Superconductor is not something I would probably use and removing speed entirely for something like that isn't appealing to me and I disagree with it - That being said, if speed gave a defense boost somehow that would be very nice, considering enemies currently have aimbot essentially. Also the fact that melee firerate is increased is, as formerly mentioned, not very good for a frame that basically doesn't have armor.
WondahBoah Posted October 17, 2013 Author Posted October 17, 2013 This is an interesting set of suggestions as it really narrows down Volt, but I don't necessarily agree with him being given the suggested changes. I will say that Volt is given abilities that try and make him too many things for four slots to accomodate, and as a result he doesn't excel in anything. Shield being affected by stretch would be interesting I suppose but if it were me I'd make it electric damage for enemies to pass through and not try and make it have a half-as-good frost shield potential. As for overload not having increased damage from electronics, that would make it even worse than it already is and it's currently pretty bad. That being said the issue with the ability is it's contextual and one-shot for its full effect to occur which makes it useless for things like defense where you blow up the room once then have nothing. Superconductor is not something I would probably use and removing speed entirely for something like that isn't appealing to me and I disagree with it - That being said, if speed gave a defense boost somehow that would be very nice, considering enemies currently have aimbot essentially. Also the fact that melee firerate is increased is, as formerly mentioned, not very good for a frame that basically doesn't have armor. First thing I'll say is that I scaled this with armor 2.0 (yes I'm not a founder, yes I saw the leak, I'm sorry but curiosity.) it's actually a quite powerful skillset. And I maintained the melee/speed boost because I put it on the frame with 100 armor, rather than 10. And trust me, you'd want to use superconductor.
WondahBoah Posted October 17, 2013 Author Posted October 17, 2013 Added a change to skill 2: "EDIT: For better solo mobility, light fixtures, doors, and static ships can be tagged to launch to. If an enemy moves into range at the end, the attack continues as normal."
DCypherThis13 Posted October 17, 2013 Posted October 17, 2013 Here's a really simple fix for Volt. Just make electricity perform just like it does in real life. Have you ever had the misfortune of touching a live wire? The shock stuns and burns your hand. I actually caught my shirt on fire getting too close to the coil on an old engine. What I'm trying to say is electricity can/will stun. It can also catch things on fire. Lightning can burn entire forests to the ground and split trees into toothpicks. The key is water. Volt can obviously produce the voltage and amperage required to short out electronics and robots(Corpus) from a distance. Grineer and Infested are organic matter and one can assume that they are mostly water. Superheated water turns to steam violently. Biological tissue of any kind can ignite if the conditions are right. I would post images of people who have been struck by lightning, but I don't want to make anyone lose their lunch. Just search for yourself. All this means is that Volt has the ability to not only stun the enemy, but make them explode or catch fire. On a side note, fire damage needs work, too. If something is on fire it should take continuous damage, not a tick of "x" every "y" seconds. Much like the Orokin Derelict pools.
SIDESTRE4M Posted October 18, 2013 Posted October 18, 2013 I agree on that, but many enemies have shields or are just walking on rubber boots. I think we shouldn't go too deep into realistic physics because lightning would behave very unpredictable depending on the surroundings... And it would probably screw all game designs too. ^^
WondahBoah Posted October 18, 2013 Author Posted October 18, 2013 there was a lovely water frame idea (called Abzu) with the ability to amplify other elemental attacks with his own, including electricity, similarly to your suggestion. Buuut that's another thread
Voidflow Posted October 19, 2013 Posted October 19, 2013 (edited) Here's a really simple fix for Volt. Just make electricity perform just like it does in real life. Have you ever had the misfortune of touching a live wire? The shock stuns and burns your hand. I actually caught my shirt on fire getting too close to the coil on an old engine. What I'm trying to say is electricity can/will stun. It can also catch things on fire. Lightning can burn entire forests to the ground and split trees into toothpicks. The key is water. Volt can obviously produce the voltage and amperage required to short out electronics and robots(Corpus) from a distance. Grineer and Infested are organic matter and one can assume that they are mostly water. Superheated water turns to steam violently. Biological tissue of any kind can ignite if the conditions are right. I would post images of people who have been struck by lightning, but I don't want to make anyone lose their lunch. Just search for yourself. All this means is that Volt has the ability to not only stun the enemy, but make them explode or catch fire. On a side note, fire damage needs work, too. If something is on fire it should take continuous damage, not a tick of "x" every "y" seconds. Much like the Orokin Derelict pools. It depends on arc current level. 1.) Thunder Lightning has lot of Amperes (and Volts). 2.) Taser is about lot of kilo Volts (and less current < 1 A). Even by using 1.) the inflicted fire would be secondary damage and almost neglect able compared to arc's current flow (fast electrons with some eV). Volt's abilities are seems to be more of type 2.) even with higher current, it won't be 1.) However, it would be nice if Shock and Overload would stun and add electroshocking debuff. Long story short, NO to fire damage due to Shock or Overload ability. Edited October 19, 2013 by Voidflow
J-Pax Posted October 29, 2013 Posted October 29, 2013 I like the volt suggestions, except I feel that 1 & 3 ought be changed. If we have the set up: 1 - Single target move 2 - Defense Move 3 - Utility/Mobility move 4 - AoE Destroyer Then 1 starts stepping on the toes of 4. Rather than chain lightning, perhaps you can charge it up to deal a multiplier of it's base damage - aiding it in taking out heavy enemies. On the flip side, chain lighting sounds like an awesome moblity tool. Maybe Volt can consume himself in lightning and move near instantaneously to his target - if the target is far away and there are enemies within 1-2 meters of his path they get shocked for low damage/high stun.
WondahBoah Posted November 11, 2013 Author Posted November 11, 2013 Huge update to the OP, will also be making changes after Armor 2.0
Solaurus Posted November 12, 2013 Posted November 12, 2013 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." 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. 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. 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 Power:150 Armor: 10 Shields:150 Shield Recharge: 25 Sprint Speed: 1.15 Aura Polarity: --- (For Siphon) Pulse Helmet now boosts Range, not Duration. Buffed his power pool, shield recharge, and sprint speed, as befits a lightning caster. (New) Reduced health to 75, reduced Shock cost to 15, in compensation for continuous fire and it's reduced range. 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 (15 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 (15 energy/second). Does 75/120/150/200 BF electric damage, has a guaranteed stun on Corpus, and has a 10% 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. 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. 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, 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: If his target is an enemy, upon contact Volt explodes in a 6m AoE lightning attack (325/450/525/625 BF) that knocks down 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, and static ships can be tagged to launch to. If an enemy moves into range at the end, the attack continues as normal. 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 (4/5/6/8 seconds BC) to enemies within a 6/8/9/12m BS, while increasing their weakness to electricity by 10/15/20/25%. 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. Little "pseudoscience" so people can understand what happens here: Volt himself is a fantastic superconductor, meaning he can conduct electricity (negatively charged energy) really well. When he pulls negative energy from enemies, he 1. Makes them more positively charged, meaning they'll attract negative energy more, and get hit harder by his emitted electricity, and 2. pulls some electricity from the nervous systems of the enemy. Their synapses don't fire as fast, their nerves don't send information as fast, so they don't react as fast thus moving slower. I hope that sorta makes sense. 4. Overload (100 energy): Volt violently releases waves of power to disintegrate his enemies. Those left alive enter a "tased" state. Firstly, Volt is now invulnerable in the "gathering energy" part of the animation, but not the "'Lectric Jesus" part. Volt emits pulses doing 150/175/200/250 electric damage BF for 3/3/4/6 seconds (in no way affected by duration). Covers 12/15/18/20m BS. Some changes: All electronics, Corpus, Rollers, and Grineer Regulators act as "hot spots" and can only increase the range of the attack, not its damage. Enemies left alive enter a "tased" state for 6 seconds. 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: Volt (Gunmage) Base Stats Health:75 Power:150 Armor: 50 Shields:100 Shield Recharge: 25 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 30/30/40/45m 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. 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 (4/5/6/8 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. 3. Electric Shield (75 energy): Volt projects a dense field of electricity in front of him that blocks enemy fire and amplifies his own attacks. Very similar to Shield as we know it. Yes, it is remaining static. However, 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). Also, enemies that touch the shield have a 75% chance to be stunned, unless it's a heavy unit, then it has a 20% chance to be stunned. Also, the shield doesn't have that god-awful ripple effect. 4. TBD. Potentially Overload, or Overload derivative. Think exploding guns, at least to the point where it doesn't render Loki useless. (100 energy) 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. Gunmage Volt isn't 100% done and is most definitely open for discussion, but Caster Volt is pretty much done. Arsenal (Female) [OLD idea] Base Stats Health:100 Power: 125 Armor: 100 Shields:100 Shield Recharge: 22.5 Sprint Speed: .95 Aura Polarity: V (for Rifle Amp) Her above-middle armor allows her to take some hits. Her skills have some unconventionally high [energy] requirements, mainly because she isn't meant to be popping off skill after skill. Skills (including homages to E. Shield and Speed) 1. Armory (35 energy): Arsenal expends energy to drop a stationary supply depot for her and her team. Drops an ammo box on the ground that restores all ammo types for the team. Lasts 10 seconds. Armory restores up to: 50/75/150/175 Rifle Ammo 15/30/60/75 Shotgun Ammo 15/30/40/45 Sniper Ammo 40/60/80/95 Pistol Ammo Once a player uses the Armory, they cannot re-use it until it is re-cast. Higher energy for a 1st skill to offset the fact that there's already going to be ammo dropping from enemies; this is an emergency skill. Not affected by any Power mods. It also shows up on the map. 2. Armored Force/ Suppression Field (60 energy): Arsenal lays down a wide field of energy that reduces incoming damage, and adds stopping power to shots fired from behind it. Arsenal lays down a rather long, glowing, 3/3/5/7m BS wire strip that emits and energy colored, albeit very easy to see through, wall of energy that acts as a two-way inertia augmenter. It slows down enemy bullets (reduced damage), and speeds ours up (travel-time weapons become hit-scan). Rather than adding damage to our rounds fired, it boosts crit rate by 1/3/3/5%, and adds a chance to stagger to our weapons. Lasts 10/15/20/25 seconds BC. 3. Arsenal (75 energy): Arsenal drops a turret of her own creation that can lay down suppressive fire, focused bursts of damage, or buff teammates. This is her bread-and-butter move right here; it's even named after her. Places a stationary turret on the ground that has multiple modes. Lasts 10/12/15/20 seconds BC. Tapping 3 at any moment within this duration changes the mode of the turret from Assault (DPS) to Suppressive (CC via stun grenades) to Energizer (Support via short-range shield boost and a speed boost gained by passing it). Assault is meant more for low-mid levels of gameplay as the damage isn't affected by focus, while Suppressive and Energizer can shine anywhere, moreso in later levels of the game. It's also quite physically weak later on, so you might want to keep an eye on it. Only one turret at a time. Assault Fire-rate: 6/8/10/12 BF Assault Damage: 15/25/35/55 Suppressive Fire-rate: 1/1.1/1.3/1.5 BF Suppressive Damage: 3/5/7/9 BF Stun Radius: 4/5/6/7m BS Energizer Shield Radius: 7/8/9/10m BS Energizer Shield Boost: 10/15/20/25% BF Energizer Speed/Melee Speed Boost: 10/15/25/45% BF HP: 100/100/125/175 Shields: 200 4. Specialist (100 energy + clip of ammunition): Arsenal alters her primary weapon's core functions to do a variety of attacks. This skill is based completely on the weapon Arsenal is using, forcing you to think about what you bring to the party. Energy Weapon? (Dera, Supra, Flux, Synapse) the weapon will fire a massive, continuous beam of energy of the weapon's damage type that has immense range and puncture capability. Bow? The weapon fires a volley of arrows into the air that rains down on enemies within a certain radius. Assault rifle? Live out your Rambo fantasies and dual wield it, firing oddly enough with 100% accuracy and no recoil, and no ammo consumption (10 seconds). (Okay kind of a cop-out, but you catch my drift. Different weapon, different effect) I'm hesitant to slap damage numbers on it because it's such a diverse skill, help? Primary empty? the skill drains a clip of your secondary. Completely empty? Drop an Armory. Ult idea from Azamagon: "#2 -Nanobot Armada- Energy cost: 100 You and all nearby allies gets the Nanobot Armada buff, which causes your ranged weaponry to get supplied by special nanobot ammunition, which gives you temporary unimited amounts of ammunition in your ammo supplies and a chance for multishots with your ranged weapons. Here are some examplenumbers: Buff radius 20/25/30/35 meters, multishot of 25/50/75/100%, duration of 8/10/12/14 seconds Other buffs instead of multishot/unlimited ammo supplies could be things like: * Fire rate boost * Plain old damageboost * Chance to not consume ammo for each shot fired Whatever it gives, it should at least greatly help you with damage and/or ammo-economy" Wondaboah. I love you so much. Like borderline kidnap you Medieval style. You get all the waffles. All of them. Guncaster Volt made me break down in tears and remember the first time my father ever hugged me. This.... This stuff is gold.
Solaurus Posted November 12, 2013 Posted November 12, 2013 (edited) Marry me dude. @(*()$ marry me. Edited November 12, 2013 by Solaurus
WondahBoah Posted November 12, 2013 Author Posted November 12, 2013 Wondaboah. I love you so much. Like borderline kidnap you Medieval style. You get all the waffles. All of them. Guncaster Volt made me break down in tears and remember the first time my father ever hugged me. This.... This stuff is gold. Glad you like it. The intention was to create something familiar, but with an obvious style in mind, as well as fun mechanics. Quick question, open to anyone really: should Gunmage and Caster share the same Overload? I dont see an issue with it but someone else might
Solaurus Posted November 12, 2013 Posted November 12, 2013 (edited) Glad you like it. The intention was to create something familiar, but with an obvious style in mind, as well as fun mechanics. Quick question, open to anyone really: should Gunmage and Caster share the same Overload? I dont see an issue with it but someone else might If Overload were to receive a more reliable output of damage other than lights than sure, why not. If it were to somehow be something different but still reliable and fitting, than again, why not. Volt really just needs an ult that is a reliable source of either damage, CC, or self/team support. Edited November 12, 2013 by Solaurus
WondahBoah Posted November 13, 2013 Author Posted November 13, 2013 (edited) New changes: Increased range of Storm Shot, implemented fire rate via "skill in use"-- Storm shot can be fired again after the 3 second paralysis is over, making it pretty much unspammable. Tweaked interaction of Storm Shot and Shield: Firing through shield will increase the paralysis to 5 seconds, but not the effective cooldown. This lets you either paralysis lock an enemy or paralyze multiple, as you will be able to use Storm Shot after the original 3 seconds, versus 5. Using shield for Storm Shot isn't meant to punish you by reducing your damage potential, because you've paid in that extra 75 energy anyways. Reduced % chance for heavies to be stunned by shield from 25 to 10. Made Electric damage bonus BF. Now blocks napalm fire. Added Overload to Gunmage. Listed as the same skill as Caster's, see Caster for Overload details. Potentially reworking it so that Caster Volt's Overload is more about immediate CC/damage, while Gunmage's will have lower damage, but longer lasting CC to promote weapon use. This might mean giving to the tased effect to Gunmage, and implementing a skill-long stun in Caster's version. I'm not sure yet. Please, give me input! Edited November 13, 2013 by WondahBoah
LukeAura Posted November 13, 2013 Posted November 13, 2013 New changes: Increased range of Storm Shot, implemented fire rate via "skill in use"-- Storm shot can be fired again after the 3 second paralysis is over, making it pretty much unspammable. Tweaked interaction of Storm Shot and Shield: Firing through shield will increase the paralysis to 5 seconds, but not the effective cooldown. This lets you either paralysis lock an enemy or paralyze multiple, as you will be able to use Storm Shot after the original 3 seconds, versus 5. Using shield for Storm Shot isn't meant to punish you by reducing your damage potential, because you've paid in that extra 75 energy anyways. Reduced % chance for heavies to be stunned by shield from 25 to 10. Made Electric damage bonus BF. Now blocks napalm fire. Added Overload to Gunmage. Listed as the same skill as Caster's, see Caster for Overload details. Potentially reworking it so that Caster Volt's Overload is more about immediate CC/damage, while Gunmage's will have lower damage, but longer lasting CC to promote weapon use. This might mean giving to the tased effect to Gunmage, and implementing a skill-long stun in Caster's version. I'm not sure yet. Please, give me input! I believe it's been stated before by DE that powers aren't meant to have built in combos like that, so I don't know if you want to change that or not, it's your design and all but it does reduce its credibility some for anything official. And now for an actual critic of your ideas on a gunmage volt, Storm shot sounds like a worse soul punch. Maybe let the shock chain? Emphasizing it is a gunfire style mage ability, instead of a mage styled gunfire ability if that makes sense. Supercharge is awesome. Keep it, love it, marry it, have its kids, seriously. Shield, well, I'd still say it should move with Volt, would help his gunplay and defensive play more. If you keep the potential shock effect it triggers it makes Volt into this CC battery battering ram which would be really cool. Gunmage Overload I think should act like a Tesla/WoF hybrid. Hit 4 unleash floating of orb of condensed plasma/electricity, short time period like say those 6 seconds, zaps foes all over the place randomly and rapidly. It stays at 1 spot like a Tesla, but has the damage and random targeting aspect of WoF, let's you move and use your guns at the same time while providing a show and damage/CC. I like the taser effect too, but if you can find an electrocuted Wile E. Coyote that would get your idea home better.
WondahBoah Posted November 13, 2013 Author Posted November 13, 2013 (edited) I believe it's been stated before by DE that powers aren't meant to have built in combos like that, so I don't know if you want to change that or not, it's your design and all but it does reduce its credibility some for anything official. Synergy is the way of the future. I don't mean to sound cliched, but letting players play around more with various skill combinations, within a frame's own kit or in tandem with others' kits, can only add to the longevity of the game. What say you? And now for an actual critic of your ideas on a gunmage volt, Storm shot sounds like a worse soul punch. Maybe let the shock chain? Emphasizing it is a gunfire style mage ability, instead of a mage styled gunfire ability if that makes sense. Think Powerful Lanka + Guaranteed CC. That's kinda what I did. I also think it's way better than soul punch because A. you can time it to your liking, B. you can zoom in and out for proper aiming and C it doesn't have a sketchy, hard to use alternate function. The purpose of not chaining was to distinguish it from Shock, as well as to give way to the fact that it has guaranteed control of an enemy for 3-5 seconds, depending on the situation. Supercharge is awesome. Keep it, love it, marry it, have its kids, seriously. Yaaaay! Shield, well, I'd still say it should move with Volt, would help his gunplay and defensive play more. If you keep the potential shock effect it triggers it makes Volt into this CC battery battering ram which would be really cool. What happened to no skill combos? :D I have no qualms with this. In fact I really like the idea because it allows Volt to be more mobile. I'll consider it. Gunmage Overload I think should act like a Tesla/WoF hybrid. Hit 4 unleash floating of orb of condensed plasma/electricity, short time period like say those 6 seconds, zaps foes all over the place randomly and rapidly. It stays at 1 spot like a Tesla, but has the damage and random targeting aspect of WoF, let's you move and use your guns at the same time while providing a show and damage/CC. That, to me, just sounds like a really-Ruking-big Tesla for an Ult. I'll admit, I'm not a fan of that idea. I like the taser effect too, but if you can find an electrocuted Wile E. Coyote that would get your idea home better. Tried. Responses like this. Also, altered OP a little more guys; I AM taking feedback on Caster Volt too. Also, again, check out the new trailer. I smell new animations & Caster Volt's Shock More edits: These are more to keep Caster on par with Gunmage. Raised Shock cost to 20 energy again; for 215 energy at 15 energy/sec you'd pump out a flat 3k. Yeah, that needed to change. Buffed AoE range of Arc Rush to 8m Buffed range and % electric damage boost of Superconductor to befit a 75 energy skill, and keep it on par with Gunmage's Supercharge. Distinguished Caster's Overload from Gunmage's; Caster now has stun +higher damage, Gunmage receives more stun and Tased debuff. Buffed Tased from 6 to 7 seconds. Buffed the durations of both Supercharge and Superconductor to match that of the current Speed; 5/6/8/10s BC. Edited November 13, 2013 by WondahBoah
Solaurus Posted November 13, 2013 Posted November 13, 2013 So it's 1:43 in the morning and I was just thinking.... What if Gunmage Volt's 4 was him creating sort of lightning guns to use? They form out of those coils on his arm and are full auto. 45 damage a bullet with power scaling that ignores armor and probably adds some kind debuff to shot enemies or adds a buff to Volt while it goes on. Maybe it could be a toggleable skill that drains energy instead of ammo. Just thought this would be coolbut this could just be my sleepy delirium. I'm gonna pass out now.
LukeAura Posted November 13, 2013 Posted November 13, 2013 Responses like this. Thanks! I enjoy it though. Also, electric shield could be worded to cause all friendly projectiles going through it to get the electric bonus? That way it meshes better with the current organic combo system for what it does to Storm Shot, and adds more team functionality. Psychic Bolts, Freeze, Radial Javelins, Shurikens, Fireballs could all benefit by passing through it and picking up a bonus electric charge. So it's 1:43 in the morning and I was just thinking.... What if Gunmage Volt's 4 was him creating sort of lightning guns to use? They form out of those coils on his arm and are full auto. 45 damage a bullet with power scaling that ignores armor and probably adds some kind debuff to shot enemies or adds a buff to Volt while it goes on. Maybe it could be a toggleable skill that drains energy instead of ammo. Just thought this would be coolbut this could just be my sleepy delirium. I'm gonna pass out now. This would be cool. Maybe not have it give volt a buff and just let his electro guns give enemies some sort of fitting debuff, that way you can make their ammo energy without needing a drain function. And it needs to be some kind of badass projectile fired, electric death with a side of holy !@# $\ in the effects department.
WondahBoah Posted November 14, 2013 Author Posted November 14, 2013 Thanks! I enjoy it though. Also, electric shield could be worded to cause all friendly projectiles going through it to get the electric bonus? That way it meshes better with the current organic combo system for what it does to Storm Shot, and adds more team functionality. Psychic Bolts, Freeze, Radial Javelins, Shurikens, Fireballs could all benefit by passing through it and picking up a bonus electric charge. Added this to shield: "11/13 tentative addition: 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. 11/13 addition up for debate: Should this new Shield be mobile?" Also, everyone, pick a name for Caster's #2 from the three available
LukeAura Posted November 14, 2013 Posted November 14, 2013 Added this to shield: "11/13 tentative addition: 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. 11/13 addition up for debate: Should this new Shield be mobile?" Also, everyone, pick a name for Caster's #2 from the three available If you keep the warframe ability projectile idea, let it be stationary. Otherwise having it move with Volt would be better. It rather depends if you want him to be more gunner than mage or more mage than gunner. He'll also already have supercharge/ult for team support so you can also choose either variation as a more team friendly shield, stationary with ability boost(Bullet Attractor +Shield + Radial Javelin super combo anyone?), or as a more solo friendly mobile shield. I'm also going to put my vote in for Arc Rush. Wild Charge sounds too reckless(Might be just cause of the pokemon move of the same name which has recoil damage.), it's a much more tactical ability than that, and Arc Rush suits the kind of point-to-point ability it is.
WondahBoah Posted November 17, 2013 Author Posted November 17, 2013 11/16 minor edits. <> Arc Rush labeled as primary name for Caster Volt's secondary, others left up for consideration. <> All ally projectiles (weapons, projectile skills) receive boosts from Gunmage Volt's Shield. <> Minor description edits Please guys, read through it and tell me what you think! I know Damage 2.0 is right around the corner, but I need to put the finishing touches on it before then, so I can make the final version after Damage 2.0.
LukeAura Posted November 18, 2013 Posted November 18, 2013 Please guys, read through it and tell me what you think! I know Damage 2.0 is right around the corner, but I need to put the finishing touches on it before then, so I can make the final version after Damage 2.0. It's all looking pretty good. I haven't been around for most of the process but all I can think of are possible numbers tweaks, that you could only be sure are necessary after doing actual test runs, that you've likely already thought long and hard on already and perhaps creating a more unique Ult for gunmage Volt. I'm also assuming the different stun chances and damage numbers on the two Overloads are intended.
LascarCapable Posted November 18, 2013 Posted November 18, 2013 I've just read the entire topic. I must say : wow. You though it quite well all along. But I won't really agree with your ideas, just because the idea seem for me really too much, even if I REALLY love the Arc Rush idea (badass name, badass move, seems useful). The better idea for me is still a buff of two of the current skills (shock, overload), the idea about finaly replacing speed by arc rush is REALLY tempting to add some more synergies with volt's skills. At first : shock. I will base myself a bit on Mag for the exemple. Pull is a 25 cost skill that inflict 300 damages in a huge AoE. Why does shock inflict less than a pull and pick potentially less ennemies ? For skill for me should have a good chance of stun while dealing really good damages, because Volt should deal great amount of damages, huh ? That's what they said in the profile video, duh... Someone proposed this in the topic : Shock - Could be a little more controlled: Casts a lightning bolt in an unlimitedly puncturing line (although stops when it hits terrain), damaging all targets it travels through. Any target that gets close enough to the lightning bolt, but not hit by it, will instead get "arced" over to (chaining effect, like now), and a target that gets close to an arced target, can ALSO be arced over to. In essence, a line lightning + current chain lightning combined. Chaining can be done towards a total amount of 4/5/6/7 targets. Targets hit by the line suffers more damage than those hit by the arcing/chaining (Direct damage 250/350/500/700, arced over to is just 150/250/350/500). Any target damaged by this ability is always stunned for a brief moment (like, up to 3 or 4 seconds), Corpus maybe a bit longer That's the way I would see it, but with a bit less damages. 700 for a direct ? 500 for anything too close ? Plus stun chances ? All for 25 ? Isn't it a bit too much ? I would much see somethiing like 150/250/350/500 for the direct hit and 50/100/200/250 or 300 for all ennemies chained. For Overload, just add a good armor bonus while using it, with better damages, and you would have a deal IMO. So, to sum up, - Shock become a good pinch more powerful and stun more often. - Replacing speed with arc rush. - Adding an armor bonus while using overload, and buff damages a bit. - Keep the shield as it is. I think it should do the trick, but anyway I'm still a new player, I'm don't think I have the best ideas. Mayber after the elements rework everything will be all right.
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