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(From a Player) Bonewidow: Bugs/Glitches, Potential Suggestions(For Bonewidow & Archmelee Mods in general)


Prototype__001

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This post is created with reference to the patch: Deimos: Arcana: Hotfix 29.5.2

Bonewidow is a melee/archmelee focused necramech. The necramech comes with the necramech standard mausolon archgun/heavy weapon when you build it. Since the neramech is new, there are few bugs bugs which I encountered which would hinder a player from enjoying the as a whole.

Bugs / Glitches

  • When shield is active, using the exalted weapon triggers the animation but the mech does not pull out the weapon. It stands there empty handed / disarmed. (Drains energy tho)
  • The hitbox for Meathook actually picking up the enemy is weird. It does not pick the enemy in front of you(in your crosshair), instead it picks up the one on side. (Like wukong's staff, sideways hitbox)
  • If you are lagging / on a high ping, using the exalted ability does not give the archmelee, just disarms the necramech entirely. Still draining energy.

Suggestions: Bonewidow

Bonewidow is a mech, just held back by the bad archmelee mods and a a few bugs.

Meathook

Additional feature: Upon throwing the methooked target, at the place of landing of the target, should create a zephyr suck-in airburst, basically ragdolling enemies in once place. 

The Shield

Due to the AI being relatively bad(sorry DE) / liner-ish, the shield is actually really good.

Additional feature: Upon de-activating the shield, the shield should create a shockwave which damages enemies in a 9m range(scales with range) 90 degree cone(does not scale with range) in front of you. The damage will be equivalent to the health of the shield. The damage may be all impact / all blast.

Firing Line

When in Archmelee form, it should be 360 degrees(270 atleast?), and normally it should be 180 degrees.

Exalted Weapon

(Fix the bugs .. pretty please with this weapon)

Base status chance of archmelee increased to 34%.

Base range of exalted weapon increased to 6

Maybe even increase base attack speed of the weapon from 0.833 -> 1.00 (0.917  would work as well)

Additional Feature: When you kill enemies with the exalted weapon, it stores damage just like equinox's 4. Assist gives 50% of the values. Leeching(in affinity range) gives 5% of the values. When the archmelee is disabled, it increases the shield health (if active) heals the mech, replenishes the shields, replenishes the energy, replenishes the fuel tank. The priority will be as follows (the conversion values will be decided by DE I suppose):

Shield Health (if active, upto [100*enemy] level additional health) > Mech HP > Mech Shields > Mech Energy > Mech Fuel Tank > Allies

(The values go to the next priority, only if the higher priority one is totally full)

Additional Feature: When in exalted mode, upon pressing heavy attack key(PC - Middle Mouse Button), you can spin like a beyblade once to hit everyone around you.

-- When in Melee + Shield form, using manual block(RMB), should taunt enemies to shoot at the shield (I think it does, but not so sure). And when using LMB, boops the enemies. I think, it should NOT be removed. It is cool.

Suggestions: Archmelee Mods

Archmelee mods are weird. I have played a lot of archwing recently to level up archguns and archmelees.

(I expected that bonewidow will have it's own archmelee exalted weapon as well as, we would be allowed to use our own archmelee as normal weapons) 

Baseline Archmelee mod changes:
Galvanized Blade - drain reduced from 11 to 9 (To ensure consistency)(All of the other archmelee mods have 9 drain for them, then why such inconsistency)

Sudden Impact - Status chance increased from 60% to 90%

Furor - Attack speed bonus increased from +10% to +25% (could be 30%) [Since this is archwing version of Fury]

-- All the other mods are rather alright since we do not have that many mods.

New Mods Suggestions (Name can be changed obviously)

Breserkage (Rare Mod, Drains 9 at max rank, V polarity, Has 5 ranks) - upon a critical hit, grants +10% attack speed, +25 (space range) / +1 (Mech range), stacks upto 5x. Lasts 25 seconds

(The above mod can be obtained from regular archwing missions or railjack missions with the drop table as something like Nebula Bore)

Maniac Killing (Rare Mod, Drains 11 at max rank, D polairty, Has 7 ranks) - enemies killed by the melee explode on death dealing blast damage equal to (70% of their max HP) in an AOE equal to 50% of their current range. (Works in space mission context as well)

(The above mod can be obtained from regular archwing missions or railjack missions with the drop table as something like System Reroute)

 

Well, bonewidow is not bad by any means, all of the archmelee hate went onto bonewidow mech. Maybe these changes will be the Shield Maiden which will protect the Bonewidow and deflect the damage as positive feedback 😄

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Bonewidow 2.0 idea:

-instead of throwing, Bonewidow picks up and slams the enemy into the ground extremely hard, dealing true damage to the grasped target and causing an Impact AoE shockwave that damages and knocks down nearby enemies. if you pick up an enemy that has been knocked down, they take even more damage when slammed. 

chokeslam table smash GIF by The Human Tackboard

- Shield should provide damage immunity from the front and some level of damage reduction from the sides and back. this may seem like overkill, but remember: this is a Melee mech, it's supposed to get in close and therefore needs to have survivability. ideally having shots deflect off the shield back to the enemy would be nice too.

- scrap firing line and replace it with an actual CC ability, firing line is really dumb honestly. 

- increase Ironbride's damage to Arquebex levels and give an attack speed bonus without the shield active, and a damage boost when the shield is active. would've been cooler if the Ironbride becomes a larger two-handed sword without the shield and becomes it's normal size when the shield is deployed, but probably too late to change that now. 

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7 hours ago, (PSN)robotwars7 said:

Bonewidow 2.0 idea:

-instead of throwing, Bonewidow picks up and slams the enemy into the ground extremely hard, dealing true damage to the grasped target and causing an Impact AoE shockwave that damages and knocks down nearby enemies. if you pick up an enemy that has been knocked down, they take even more damage when slammed. 

chokeslam table smash GIF by The Human Tackboard

- Shield should provide damage immunity from the front and some level of damage reduction from the sides and back. this may seem like overkill, but remember: this is a Melee mech, it's supposed to get in close and therefore needs to have survivability. ideally having shots deflect off the shield back to the enemy would be nice too.

- scrap firing line and replace it with an actual CC ability, firing line is really dumb honestly. 

- increase Ironbride's damage to Arquebex levels and give an attack speed bonus without the shield active, and a damage boost when the shield is active. would've been cooler if the Ironbride becomes a larger two-handed sword without the shield and becomes it's normal size when the shield is deployed, but probably too late to change that now. 

This, would love for the grapple to lead to some AoE slam glee. Lots of the time when I toss enemies, they get caught on odd hitboxes or terrain nearby... Or phase through the terrain and fall out of the world, which can cause trouble in missions where ALL have to be slain.
Hitbox on the grapple seems to be wonky tho', gotta turn and grab from the far left side of the mech... Center and beyond misses entirely, it's a bit tricky to land but IMO that's not TOO BAD since it's low in cost and free to attempt.

Of course, the whole "energy drained but no sword withdrawn" thing should be fixed. Gripping air and sucking energy is lame and sad.

And like some others mentioned, it'd be nice if the exalted sword could do more than just regular swings. Give it a charge-up mechanic like the other Deimos weapons per kill, unleash it with the Strong melee key in a wide sweeping blast.
Alternatively, give it a leech ability for HP to heal the user as it stacks up to a maximum leech value cap', with stacks added per melee strike landed.

 

These aside, I feel the 3rd ability is pretty lacking. Like, this is a sword and shield mech: Why not give it some sort of ability to benefit this tactic? As a whole, the line-up ability is pretty useless IMO even if one were to expand the radius it drags enemies from.
I think there's better and more fitting abilities for the 3rd slot. Perhaps a damage boost/reduction AoE ability for allies and the user?
A pulsing heal-wave to regenerate/recover lost HP of the mech and nearby frames?

Maybe an ability to increase her movement speed or teleport/explode?

Whatever is suggested tho', I don't feel there's much that can be done to make the line-up ability any more useful than its currently mediocre state.

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