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Attention for Caliban. listing fixes that he need. no buffs.


Kadikos
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Caliban is jack of all trades master of none. He got heal, dmg volnerability increse, hard cc, summons with same priority target as warframe and defense objective shield regen, shields and armor strip aoe that last, dmg taken reduction. I say caliban don't need buffs aside his 1st ability, but just some attention. 

His 2nd ability is fine. The problem is lifted status application. Most of time enemies slowly fly away from caliban and sometimes they just fly up. Enemies under lifted status sometimes can't be hit by melee companions including Caliban summons from his 3rd ability. It might be because lifted enemies just fly away from where companion is aiming.

His 3rd ability summons might use increase in vertical range attack so they hit lifted enemies.

His 4th ability have visual problem with range of its defence strip. It has nice looking visual effect, but even with bright yellow and green color it hard to see and on top of it the effect of outline disappearing if player come lose and it is dashed line visual effect. Adding proper outline to defences strip area would be good.

His 1st ability is just trash at least the spining part. Not many people probably use it better side the dash. If only dash is counted then it is the fastest movement asides teleports. It is faster than Gauss dash. Sadly it has spining part which roots caliban in place on cast and decast of ability. There should be no rooting in place. Aslo dashing should not resets bonus dmg gained from holding mouse button.

in summary:

1st ability: no rooting caliban in place. no dmg resets from dash.

2nd ability: lifted enemies should not fly away.

3rd ability: make summon hit lifted enemies more reliable.

4th ability: Add visul outline to aoe.

First fix Caliban and then we wil see.

Btw in warframe lore chronological Caliban is the lasted warframe and perhaps the last one to be invented.

Edited by arkadikos213
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  • Kadikos changed the title to Attention for Caliban. listing fixes that he need. no buffs.
35 minutes ago, arkadikos213 said:

His 1st ability is just trash at least the spining part. Not many people probably use it better side the dash. If only dash is counted then it is the fastest movement asides teleports. It is faster than Gauss dash. Sadly it has spining part which roots caliban in place on cast and decast of ability. There should be no rooting in place. Aslo dashing should not resets bonus dmg gained from holding mouse button.

in summary:

1st ability: no rooting caliban in place. no dmg resets from dash.

You are missing part where "more damage buff = more energy drain". If it doesn't reset then at 2k you won't be able sustain it for few seconds.

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1 hour ago, quxier said:

You are missing part where "more damage buff = more energy drain". If it doesn't reset then at 2k you won't be able sustain it for few seconds.

oh... yea it huge miss on my part. So dmg bouns reset on dash is kinda usefull to reset drain too. Thank you for pointing it out.

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37 minutes ago, arkadikos213 said:
2 hours ago, quxier said:

You are missing part where "more damage buff = more energy drain". If it doesn't reset then at 2k you won't be able sustain it for few seconds.

oh... yea it huge miss on my part. So dmg bouns reset on dash is kinda usefull to reset drain too. Thank you for pointing it out.

It's used to reset drain... but it's not very helpful in general. I mean you want high damage but you want low drain as well.

 

In my opinion you Caliban/1st should get some kind of Grendel/Pulverize and/or Sevagoth/Gloom treatment.

Just moving (without teleporting) without damaging enemies shouldn't drain energy (static ~25 cost on cast would be fine). Gloom has something like this - no drain when you don't affect enemies.

Teleporting to any place/target may cost some small energy like 4-8. Pulverize's Catapult costs 10 but it's not needed anymore so I think Caliban/1 teleport should cost little less because he would teleport much often.

Increasing spin (damage) won't increase energy drain (without enemies affected).

 

Damaging enemies would drain some energy per second, similar to Gloom. So you can damage all enemies in your range but your energy will drain depending on:

- number of enemies up to MAX ENEMIES

- spin damage

So for example we set max enemies at 10. You spin at 1k damage. You are damaging 3 enemies. You drain 1 energy per 1 enemy per second. Drain per second per all enemies could be calculated like this:

Quote

(1k spin damage / 1000) * 3 enemies * 1 energy/second base drain

So your drain for all enemeis will be:

Quote

(1000 / 1000 ) * 3 * 1e/s = 1 * 3 * 1e/s = 3 energy/second

Now lets say you damage 13 enemies instead of 3. Just changing above would give you:

Quote

(1k spin damage / 1000) * 

 10 enemies =>>>> 13 enemies is bigger than "max enemies" we set, so we will use max enemies number - 10

1 energy/second base drain

so result would be:

Quote

(1000 / 1000 ) * 10 * 1e/s = 1 * 3 * 1e/s = 10 energy/second

10 energy/second is manageable.

Doubling your spin damage would mean doubling your energy drain (20e/s).

DE can tweak numbers so it feels similar to Pulverize

 

Teleporting to enemy could do some damage (I think without resetting spin damage) but it should be decent enough (or cause some effect like enemy pull towards frame like rhino stomp + Mag/pull). Give it maybe some energy small cost like 2x of "no enemy teleport".

 

Cherry on top if we could cast other abilities (especially 4, as you can cast 2nd but it's not great, 3rd has long duration) and other helminth abilities (imagine Kullervo's teleport doing heavy attack + melee boost + mentioned above Caliban/1st teleport to enemy damage/effect  --- that would be awesome).

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If we're talking bugfixes, quasi-bugfixes, and UI stuff I'd add

Sentient Wrath's lift status is often cancelled by damage.  Which can be  a good thing, if you're not depending on it for CC, but renders it almost pointless if you are.  Really I feel this whole aspect of the ability needs to be reconsidered, but that's probably outside the scope of "fixes".

Lethal Progeny block movement and non-Punch Through shots.  Very amusing with self-stagger weapons.  Also they only supply shields within 25m, but they easily wander far outside that range.  And there is no clear indicator how many are out.  There is a shield regen buff icon, but you have to calculate how many Progeny that translates to, which can vary with ability strength.   And you have to find it in the buff bar.  It would be so much simpler just to have a number on or above the ability icon.

Fusion Strike's fallout field is not only hard to see, it's outright invisible (most of the time?) when one is the client.  It also sometimes doesn't strip individual enemies for no discernible reason.  It also had a grouping effect added in Caliban's only non-cosmetic update, but this is almost non-functional.

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