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Rhino: Charge, Roar & Stomp.


[DE]Rebecca
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In the Radial-blinding light of a widely discussed and promoted Excalibur Rework, a lot of attention has immediately moved forward to Frost and our hopes about what his rework will bring. However - in the immediate future - there are some changes coming to Rhino based on a lot of conversations about where he fits into things overall. We had some time to address what we could earlier today with Rhino - some relatively small items that still create a more formidable Rhino as a whole.

 

As always - everything is subject to change. The following ability tweaks are based on our combined experiences with Rhino, and if there's anything you'd like to bring up in relation to the following, this thread is the spot for it!

 

Firstly, Rhino Charge:

 

We are working to added forced ragdolling to every enemy in Rhino's way when he casts Rhino Charge. We're looking to do-away with the scenario where Rhino Charges into a group of high-level enemies and stops dead in his tracks because his charge wasn't lethal; we're going to be making non-lethal hits send the enemies flying instead!

 

Secondly, Iron Skin will be unchanged.  

Thirdly, Roar:

 

The most immediate problem with Roar is obvious if you're freshly ranking Rhino: a 'Rank 1' Roar only lasts for 7 seconds, and takes about a full second or more to cast. The change we're making here is that Rhino's Roar will have a duration of 30 seconds regardless of your Frame Rank. For reference, currently a max-Rank, unmodded Roar lasts for 15 seconds. Note that, as before, the Duration can be enhanced through mods -- with the right mods a max-duration roar will last almost a minute and a half!

 

Lastly, Rhino Stomp:

 

As it stands, the Stasis portion of Rhino's Stomp has an 8 second flat-rate that is not affected by Duration mods. However, we are going to apply the benefits of Duration modding to this part of the ability. This means you can now mod for a longer or shorter Duration (depending on the mods used).

 

We're aiming to have this in your hands for feedback this week on PC!

 

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Sounds nice.

 

What about Frost?

 

What are your ideas?

 

Frost's changes were detailed in Dev Stream 54:

 

"Frost's Rework

 
With Excalibur being wrapped up Frost is next on the table! Here are a few early ideas on what changes Frost players can expect to see:
 
Freeze will create patches of cold on any environment it hits.
Enemies frozen will stay frozen for longer periods of time, and proc a 100% chance to slow.
Ice Wave will be changed to a cone instead of a line, with its size adjustable by mods and rank.
Players can still stack Snowglobe and the ability timer will be removed from Snowglobe, we're experimenting with a maximum of 4 globes at a time.
Snowglobe will be able to freeze and push enemies away.
Avalanche - Enemies that survive being smashed from freeze will have their armor reduced, enemies that do die will do AOE damage and slow procs to enemies around them."
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Firstly, Rhino Charge:

 

We are working to added forced ragdolling to every enemy in Rhino's way when he casts Rhino Charge. We're looking to do-away with the scenario where Rhino Charges into a group of high-level enemies and stops dead in his tracks because his charge wasn't lethal; we're going to be making non-lethal hits send the enemies flying instead!

 

Sounds Awesome!

 

 

Thirdly, Roar:

 

The most immediate problem with Roar is obvious if you're freshly ranking Rhino: a 'Rank 1' Roar only lasts for 7 seconds, and takes about a full second or more to cast. The change we're making here is that Rhino's Roar will have a duration of 30 seconds regardless of your Frame Rank. For reference, currently a max-Rank, unmodded Roar lasts for 15 seconds. Note that, as before, the Duration can be enhanced through mods -- with the right mods a max-duration roar will last almost a minute and a half!

 

I was waiting for this lol, 15 seconds is like... low, my roar Rhino says thanks.

 

 

 

Lastly, Rhino Stomp:

 

As it stands, the Stasis portion of Rhino's Stomp has an 8 second flat-rate that is not affected by Duration mods. However, we are going to apply the benefits of Duration modding to this part of the ability. This means you can now mod for a longer or shorter Duration (depending on the mods used).

 

We're aiming to have this in your hands for feedback this week on PC!

 

Good, now we can have a stomp for around 20 seconds, sounds nice, and it's more CC to rhino so why not.

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Frost's changes were detailed in Dev Stream 54:

 

"Frost's Rework

 
With Excalibur being wrapped up Frost is next on the table! Here are a few early ideas on what changes Frost players can expect to see:
 
Freeze will create patches of cold on any environment it hits.
Enemies frozen will stay frozen for longer periods of time, and proc a 100% chance to slow.
Ice Wave will be changed to a cone instead of a line, with its size adjustable by mods and rank.
Players can still stack Snowglobe and the ability timer will be removed from Snowglobe, we're experimenting with a maximum of 4 globes at a time.
Snowglobe will be able to freeze and push enemies away.
Avalanche - Enemies that survive being smashed from freeze will have their armor reduced, enemies that do die will do AOE damage and slow procs to enemies around them."

 

 

Thanks.

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Charge Ragdolling will be amazing. it'll be useful in Combat, but even if it isn't to you, it'll always be satisfying to see dudes go flying like you're bowling.

Roar lasting longer to be more practical to use, alright. it still feels too single purposed however.

would be great if Roar would 'scare' nearby Enemies stiff. because Roaring is scary. :p

Stomp affected by Duration? yes please. levitating Enemies for eons. (or i guess being able to spam it's only average Damage more, but i'll take levitation).

Edited by taiiat
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I've kind of always wanted Rhino Charge to be a targeted skill. Picking an enemy and sprinting directly at them, sort of like the new slash dash but without the ping-pong, instead knocking anyone who gets in his way straight down, and headbutting the final target and sending them flying. And instead of a dash, just a heavy sprint that allows you to curve slightly if you miss. It would help set the ability apart from Tidal Surge, but from the sound of the changes, you guys are closing the gap between the two abillites. But that's just my opinion. As for the rest of the changes, I'm all for them.

Edited by Mastercontrol98
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Will stomp also be recastable while enemies are still in stasis, since I feel like it suffers from the same issue chaos does, and blessing once suffered from.

 

Since they still haven't made chaos recastable despite giving Loki recastable-disarm-super chaos I doubt it.

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@DERebecca

 

About Rhino stomp

 

 

Would it be possible to make it castable in the air? If so Rhino would just plummet to the ground like the meteor ! I think it could be useful in the more vertical maps+ With parkour 2.0 getting to a high spot and slamming into the ground could be a lot of fun :)

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Since they still haven't made chaos recastable despite giving Loki recastable-disarm-super chaos I doubt it.

They did release a augment though that makes up for chaos, im just wondering if stomp will get anytreatment similar to that to make it a more reliable cc.

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With the change to Roar now having the potential for quite a substantial duration, it feels kind of sad that the augment Piercing Roar just inflicts regular Puncture procs (which have a duration of 6 seconds flat).

 

Anybody else feel like Piercing Roar should be changed so it matches the duration of Roar?

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Secondly, Iron Skin will be unchanged.  

 

Um?

 

Iron Skin's probably one of the abilities that needs a change the most. Much like direct-damage abilities, after a certain level it becomes a bigger waste of time to cast the ability because enemies can unpeel it just as quickly. It could seriously use something to increase its longevity as content level increases, much like Snow Globe received.

Edited by Archwizard
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They did release a augment though that makes up for chaos, im just wondering if stomp will get anytreatment similar to that to make it a more reliable cc.

 

The augment does nothing in practical play since the sphere is gone at 50% of duration remaining, the only time where enemies would realistically even start entering the initial range. It's a complete joke but they don't care apparently so don't get your hopes up.

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