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Posted (edited)

Finally home and I can type this. This is my overall thoughts on Rhino overall needs a complete overall.

Rhino's Speed - He is way too slow which is why many people are upset about Iron Skin (that and the bug of course). He needs a movement speed skill for 10 energy (see below) or to match other Warframes. I think changing Rhino's Charge into a movement speed skill is overall better.

Rhino's Charge - A weaker version of of Slash Dance which is currently disastrous because it costs the same energy as Slash Dash. There is room for a complete change. My suggestion is to make it like Volt's Speed but instead when you run into stuff it knocks them down when you run past them it will stagger them (stun them? I don't know what this game calls it.). The exchange for this knockdown / stagger is already complete because Rhino is much slower than Volt. I don't know though if Volt's Speed is upgraded by %. Leave the energy cost and duration and all and you'll feel more like a Rhino! If you don't like this idea then just put a copy of Volt's and make it 10 energy instead to make up for his slow speed! It's fool proof!

Iron Skin - The biggest thing about Rhino currently. Instead of 80% you should leave it as it is. Everyone uses him for this skill! It's the only skill that works for him! DE if you want to nerf things you got to fix all other skills with it. As it stood Rhino ONLY had this skill. Every group I played with used this skill only and Rhino Charge to perhaps try and catch up because he was extremely slow! So leave it alone for now return it to it once was. Fix all 3 skills on him first. Then fix this one.

Future Idea: Intimidate - My idea for this skill to change instead of floating enemies would be to have them cower in fear. Call it Intimidate and change it to something instead like cause all enemies to quake in fear of you instead of the floating. It would make WAY more sense as people who see a Rhino sometimes are stricken by Fear. Like just have them scared curled up in balls or something.

Launch - Since that doesn't exist right now a tweak can be made to Rhino's Stomp. Rename it to Launch. Give the Rhino's Stomp name to Radial Blast as that skill just sounds silly. This ability is perfect as a 75 energy skill. Duration can be left the same. Change current Rhino stop to this and make max meter range to 10. Range can go 5 / 7 / 9 / 10.

Rhino's Stomp (renamed Radial Blast) - As it is it's useless costing 75 Energy and only doing 100 damage or less! Instead you could make this the ultimate. Make it feel powerful or something. Damage can be 1000 as all other Ultimates. Make it knockdown all enemies. Keep the current Radius. You could then combo Launch and Stomp for some amazing damage! With Rhino's low energy pool already this cannot be spammed.

 

I have ideas it's just hard to explain for me I'm not good with words lol. Comment on this!

Edited by BakaGamer
Posted (edited)

I'm liking where this is going. I'll throw in my input too, from ideas I've seen floating around the forums.

 

First tier:

Rhino Charge (25): Needs to be reworked so its a double lariat (like shown in the picture), giving it a wider range. It should also deal unresisted damage, considering he's pounding in the target's face with steel-hard muscle, much like a blunt weapon. Enemies are instant gibbed if killed, or knocked back and down if not. Affected by Continuity, Focus, and Stretch. Same values as original Rhino Charge.

 

Second tier:

Rhino Stomp (50): Seems strange, no? Make it a mix of Radial Blast/ Rhino stomp. Floats enemies at a radius of 12m maxed for 6 seconds, while dealing an unresisted Radial Blast damage (250ish). Affected by Continuity, Focus, and Stretch.

 

Third tier:

Steel Resolve (75/100): Grants 75% damage reduction, lasts 10 seconds. Shields regenerate rate is at 11.5 per second, which is half of his original shield regen. HP regenerates at 2% of a second at max. 5% of damage taken is pooled back into his Power pool, for a max of 75/100. Affected by Focus and Continuity on damage redux, shield regen, and damage-to-power return. Reduction also applies to Toxic and Disruption.

 

Fourth tier:

Trample/Stampede (15/20/25 per tick on use, the longer he's in it, the higher the cost gets): Starts Rhino up in his running speed while stomping furiously, allowing him to put enemies he plows through into a 3~5 second stasis. Must be pressed again to disable. Has a 5 second cooldown between each use. Automatically disables when energy is depleted. Deals unresisted damage, but less than Rhino Charge. Has a mini-AoE while in use. Affected by Stretch and Focus.

Edited by goozilla
Posted

Suggested Abilities

 

Tier 1: Headbutt : 25 Energy

Melee range skill that Kockbacks, staggers, stuns, and damages a target.

200/300/400/500 damage to targets 1m in front and 45 degree arc.

Affected by all mods

 

Tier 1: Charge: 25 Energy

Increase Rhino's Sprint speed for X seconds. Rhino knocks down any enemies he runs into for the duration

(similar to Volt's speed boost)

 

Tier 2: Tough Hide : 50 Energy

30/45/60/75 Damage reduction

5/7/9/11 Second Duration

Affected by all mods.

 

Tier 3: Seismic Shockwave

AoE Crowd Control.

Stuns enemies for 5 seconds, 360 degree radius, 10/15/20/25 meters

 

Tier 4: Orokin Skin : 100 Energy

10 seconds of Invulnerability

Immunity to knockdown, knockback, stagger, etc

 

Basically the old iron skin.

 

 

Remember, these are suggestions. Feedback and attention is appreciated. I hope that one of these ideas is used. That would be awesome.

Posted

Hm your suggestions are really interesting. I think it would be nice to have Rhino speed, but i do not agree with intimidation. I think that instead of intimidation you should have taunt, all enemies in a range attack you for 10 seconds so you can help your friends. It also has a good sinergy with the old iron skin.

Posted (edited)

How about a taunt as third skill ? That would make Rhino a better tank since right now you can only tank stuff attacking you not your team except bosses ofc and even then it's not consistent. 

Edited by ZWarhammer
Posted

Charge needs to either work properly (not get stuck on all the things) or have a new mechanic.

 

Radial blast should (IMO) near instagib anything that you hit directly (maybe 300-450-600, scaling damage with focus AOE on levels of ability)  Cast fist with great power!

http://2ch.wf/mmo/src/1366213201780.png

 

Rest isn't too bad. Ironskin isn't as terrible due to the reduction so much as due to the new grineer weapons. Even if you havee 99% damage reduction (not possible with ability unless the armor card stacks with ability) they still hit so fast that 1 damage per hit builds up.

Posted (edited)

If rhino is the heaviest warframe then invincibility isnt really OP. Bring Iron Skin back to pre-nerf status but give it a huge cost (something like 300 energy) and give it a 1 minute cooldown. The other abilities could be more useful if they had stunning capability or pushed/threw enemies.

 

EDIT: they would be REALLY useful if they threw enemies. And more fun.

Edited by sewens
Posted

If rhino is the heaviest warframe then invincibility isnt really OP. Bring Iron Skin back to pre-nerf status but give it a huge cost (something like 300 energy) and give it a 1 minute cooldown. The other abilities could be more useful if they had stunning capability or pushed/threw enemies.

 

EDIT: they would be REALLY useful if they threw enemies. And more fun.

 

Do you even play Rhino? 300 energy is his ENTIRE energy pool at lvl 30 WITH a maxed Flow.

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