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Protea feedback and suggestions


DalanorTheLlama
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After spending many hours with her and discussing everything with fellow Tenno operatives i would like to share our experiences.

Passive: 
It's a simple and overall useful passive which already suggests the spammy nature of the frame. Nothing to complain about it.

Granade fan: 
Overall for both abilities both the range and duration feels somewhat under tuned.
By making the default range to at least 5m and duration to 15s could be a possible QoL change.
Also the trajectory of the throw doesn't really seems to be okay and makes it hard to aim.
Let the middle one fall where the crosshair is similarly to Vauban and let the other orbs spread around it. 
The casting times, including the huge windup animation while jumping in the air, makes it really slow for a spammable ability even with Natural talent and Speed drift. 
A small decrease in the casting animation would be a huge benefit for her.

Let's start with slash grenade. While it's obviously meant for a CC tool the damage potential needs to be addressed. Also enemies seems to ignore the stagger sometimes, not sure whats up with that. 
Make it scale with enemy level at least beside ability strength or be percentile based.

The shield grenade while provides a nice bonus and regeneration and extended shield gating the fact that the orbs gets destroyed when your shield gets depleted heavily restricts your gameplay. Sure you can spam it around you and pick them up as it vanishes but beyond lvl 100 it disappears way too fast. 
Suggestion for improvement would be let the grenades exists permanently but limit the maximum numbers available on the field. When picked up based on the players (the caster) ability duration it remains on the ally as a sticky buff similarly to Wisp's reservoir buffs.

Also just as a tiny nitpick but when Protea was promoted in teaser material and considering the fact squads are maximized with 4 players why she has only 3 grenades to throw? Triggers my OCD beyond belief. Companions being able to pickup the buff just makes this even worse.

Blaze artillery: 
The infamous not-turret sadly really lacks a purpose in Protea's arsenal. While the innate heat damage and huge default range makes it a great initiator and CC ability the damage is pretty much non-existent after low levels. 
Damage should be either scale with weapon mods or needs a much better scaling.

The duration is low and ammo based which prevents it to be a fire and forget ability but sadly that isn't really strong argument when Vauban and Wukong exists. 
Solution could be keep the maximum of 3 turrets to be summoned but make the base ammo count 8, change fire rate to 4/sec. Depending on how the damage scaling turns out the casting costs could be reduced as well if it remains a reasonable damage source even while spammed.
The second solution could be a single but duration based non-turret but make it turn in a 360 degree (this could be an augment as well).

Dispensary: 
Probably her best skill at the moment. It can be argued that neither of these are important in current gameplay because both health, ammo and energy can be acquired in multiple ways but at least it puts something into the playing field that has a use. However even right now it could be improved.While it has a great overall mechanic it's really slow at what it supposed to do due to it's internal cooldown and rotation based drops. 
The first solution comes from Red-Agent104 where the ability should inversely scale with duration. Make it a set duration (20-30 sec probably) and the more ability duration you have the faster it drops.
Second solution could be that again make it a set duration but scale with range (5m by default) and it replenishes the player as you approach it. Like a dispenser you know.

Temporal anchor: 
The most confusing ability probably in the arsenal. The problem is that it promotes spammy gameplay (well thats not a problem if her whole kit supports it), while passively rewarding you (resets attributes after rewind) and removes the control from the player which is always a big no no. Removing the whole rewind animation is obviously not gonna happen so here is a QoL solution. 
Upon casting the ability your only way to rewind should be to tap the button again. This promotes a more active gameplay. Of course upon lethal damage it rewinds you as of now. Let the timer run out and nothing happens or as it works now you hold the ability button and cancels the skill.

TL;DR: Protea is the 43rd warframe and she competes with a lot of other frames which after few changes can easily put her in a really good spot. Thats still doesn't dethrone Wisp and others as more superior supports but at least she can be a good and useful alternative in any team.

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