phazefox Posted November 10, 2014 Share Posted November 10, 2014 (edited) so this post is actually just a copy of a post i made on one of the hot topic rhino threads, but i'd really like some feedback on my ideas, and searching for them in that thread could get pretty anoying, so i'm just gonna put my ideas for rhino here, i really hope someone reads them and gives their opinion about it:FIRST OF ALL, THE STATS: as is now, rhino is FAR from truely tanky, he can take a hit but can't really tank anything without iron skin, and even with it he's not getting far in the tanking department so, here's what i'd do for him:we go from: to:health: 100 health: 200shields: 150 shields: 100armor: 190 armor: 300energy: 100 energy: 100stamina: 100 stamina: 100speed: 0.9 speed: 0.9that should make rhino a true tank, massive survivavility and all that stuff. oh and i'll put rhino prime too just because:from this: to this:health: 100 health: 200shields: 150 shields: 100armor: 190 armor: 375energy: 100 energy: 100stamina: 100 stamina: 100speed: 1.0 speed: 0.9NO SPEED RHINO FOR YOU!, seriously though, making rhino so (potentially) fast simply doesn't fit, he's the heavy armor frame, not the flying brick frame. not to mention rhino prime looks more armored, so he should be more armored right? (btw i've done the calculations, the +75 armor is effectively like giving rhino p +50 base HP) NOW FOR THE ABILITIES: i have to say it, there's something i'd change in every single one of his abilities(none of them change the ability's core though, just tweaks them, sometimes a lot, but without loosing the theme)RHINO CHARGE: first of all, add a forced blast proc and/or make all affected enemies get minimal SIDEWAYS ragdoll(as in perpendicular from rhino's charging), this way if he slams into a wall of enemies he can simply toss them aside, note that the ragdoll is MINIMAL, it's not meant to be sending mooks flying, it's there just to make sure everything in rhino's way (short of a wall or unknockdownable boss) is pushed aside. second, switch speed to 25/30/35/40 meters per second, normal duration would be 1 second; as before, both speed and duration would be affected by duration mods, but speed would only get 50% of the power duration boost.finally, make it so rhino's direction can be "tilted" sideways with the respective directional keys, this wouldn't change rhino's forwards speed, think of it as adjusting trajectory mid-charge, also, pressing the back/down key mid-charge would cancel the charge.this way rhino would both get a very good movility tool, while not really getting too fast with it, and a consistent way to punch holes in enemy groups. ROAR: this one's pretty simple, increase the dmg buff a bit, right now it's base +50%, making it about base +75% or a bit more would make it more consistenly usefull, leave everything else as is. roar is a pretty good ability in theory, but in practice the dmg buff is pretty underwhelming.second, improve it's visual effect, make on-cast energy burst look more impresive, and make it so the buff's effect on warframes is colored by rhino's energy color.also, make it so rhino draws aggro on cast radius, it'd be an "on-cast" thing, as in he draws aggro on cast, but doesn't get a "threat level" increase(check the wiki for details on "threat level" if you don't know what it is/how it works), nor draws aggro during the buff RHINO STOMP: nothing much here, i actually think this ability works pretty much fine, all it needs is for the stasis time to be affected by power duration, otherwise it's perfectly fine.however, it also needs a visual rework, the visual effects for it are pretty underwhelming right now, it just doesn't look very powerfull, and being a stomp so strong it bends the space-time continuum, it really should look spectacular. oh and making the floating debris more ambiguous looking would help a lot. the floating debris fits the ability pretty well; it clearly being chunks of torn metal plates/grates when you cast it on ground or ice/snow doesn't. IRON SKIN: now this is the big one, i'm proposing a LOAD of changes to this one, so get ready for a long LONG read, and in case you're wondering, making a TLDR is imposible(at least for me), too many little details.first, make it so iron skin is no longer dispelled by falling into a hole/pit/abyss(it really makes no sense, specially considering we normally take no dmg from that), add a -10% movement speed debuff while iron skin is up (affects both normal and sprint speeds), and make it so shields don't regen while IS is taking dmg. second, increase base iron skin health to 750/1000/1250/1500, affected by power strenght, but caps at +100% (that's 1500/2000/2500/3000). i will refer to this health as "preventive health", for future reference. third, add a 0/1/2/3 second invulnerability on cast(can't be modified), rhino gets a great increase in threat level during this time(higher than that of chaos'd enemies and molt/decoy) and can't sprint nor use weapons or abilities(except for roar), (it'd be pretty awesome if he had an "I'M ROARING LIKE MAD AND OVERALL LOOKING VERY INTIMIDATING" animation during this), once the invul period ends his threat level goes down, but is still higher than normal (should be higher than normal but lower than chaos'd enemies),all would-be-taken damage that reaches rhino during this 3 second period is instead "stored" and added as extra health for iron skin (note that this is after iron skin kicks in, so the dmg doesn't take armor into consideration). this will be refered to as "reactive health" for future reference."reactive health" is consumed BEFORE "preventive health", both take dmg the same way iron skin does now (aka, they take dmg instead of rhino), with one exception, 50% of magnetic dmg would go to IS, and 50% to your shields (if you have no shields it all goes to IS) when "reactive health" takes dmg, rhino takes 60% of that dmg(as it's respective dmg type), dmg mitigation affected by power strenght mods (starts at 40%,is capped at 80%) when "preventive health" takes damage, rhino takes a portion of that dmg as shield bypassing finisher dmg(aka, it ignores shields, armor, and resistances/weaknesses), said dmg increases the more damaged iron skin is, to be precise(note: PH = "preventive health"):dmg taken by rhino on health = (damage taken by IS)*(max PH - current PH left)/(3*max PH), as finisher dmg.this makes max effective PH roughly 2500, it'd only be 3k if a single blow takes out 3k(or more) of it, and would be less than 2.5k if there's ANY overdmg on iron skin(aka, the last blow deals more dmg than would destroy IS), overdmg still goes to rhino btw. all damage taken by rhino while iron skin is on will be refered to as "collateral damage" for future referenceif rhino were to die due to "collateral damage", instead he'd survive with his current health (as in, right before the "killing" blow), however, he would not keep more than 100 of said health, and shields would be damaged instead (as in they'd take the blow instead of rhino's health, without overdmg reaching the later); also, IS would instantly break AND rhino would get a small stagger (think impact proc).rework proc/status effect interaction (yes this means some inmunities would be removed), for precision:keep all stun/stagger/knockdown/knockback/pushback/ragdoll inmunity.impact proc: inmune ('cus of the aforementioned stagger inmunity)puncture proc: inmune.slash proc: inmune.cold proc: affects rhino normally.electric proc: ignores stun, electric dmg AoE/chain attack hits IS and allies if within range.heat proc: hits IS.toxin proc: hits rhino's health, NOT IS. (does NOT count as "collateral dmg")blast proc: ignores knockdown on rhino, but the knockdown AoE affects allies if within range.corrosive proc: degrades 25% of IS's remaining health; this is NOT dmg, and as such doesn't harm rhino's health regardless of whether or not only "preventive health" is left on IS.gas proc: hits IS (and any allies within range).magnetic proc: affects rhino normally.radiation proc: affects rhino normally.viral proc: inmune.with these changes using iron skin preventively would basically be a "mode change", as with the increased threat level, slight slowdown, and other stuff, survivavility wouldn't be much higher than without it (heck it may even be lower as you can't heal iron skin), but with the addition of the "reactive health", survivavility would go up a lot, and said increase would scale with enemy level. all of the numbers i've put would obviously have to be tested and adjusted through in-game testing, they are all just estimates; but i think the fuctionality changes would effectivelly improve rhino's gameplay, avoiding the abuse of some powers, while improving the performance of those that need it, and also making rhino more of a proper tank like he's supposed to be.feel free to comment on my ideas, i'd actually aprecciate some constructive criticism, i'll simply ignore any insulting or rude comments though, so if you're gonna be an @$$ don't bother adressing me. oh and to all the forum moderators /DE staff that comes across this thread, if there's any rule that says i can't take a post i made in another thread and make a thread about it, then please shut down this thread, and i apologise for creating it in the first place. Edited November 11, 2014 by phazefox Link to comment Share on other sites More sharing options...
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