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Rhino: Charge, Roar & Stomp.


[DE]Rebecca
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Could Iron Skin give about 5 seconds of true invulnerability before it can be damaged?
Like Frost's Snow Globe. Would make the Rhino a bit more tanky, and would make Iron Skin a panic button.

 

It would also stop the capability of spamming 2 2 2 2 2 2 for an easy ~3.5K damage with the Iron Skin syndicate augment.

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Is Rhino charge still going to be based on duration, or is it going to get the Excalibur treatment and get switched to range instead?

Also, Stomp's biggest issues are that new enemies who enter its range while it is active are not slowed down, yet it can't be recast while active, making it ineffective. Will this be addressed? Maybe making it more like Chaos Sphere where any enemies who enter it while active are affected?

Edited by weezedog
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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!

 

Won't this just lead to negative duration builds spamming 4 with iron skin up? It'll make him into a farmer AND the next banshee spamming the ult to keep things flipping, rather than put a few in stasis and wait for power in use. Roar in a negative duration build will go back to uselessly short and charge will go to uselessly short distances, making the rest of these improvements pointless.

 

Then where does that go? LoS/Awareness checks for stomp, making it less useful as the TIME OUT button to revive people just to fix what we created with these improvements?

 

No, I don't like this at all.

 

Back to the drawing board on Stomp IMO.

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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!

So does this mean that we'll also have Frost's rework as well? I'd be kind of pissed if Rhino jumped the line and managed to get out before Frost, who has been waiting patiently for this rework a long time.
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Only thing that looked good is the roar buff.

 

Da stomp needs its limiter removed so it can be recast whenever and when it is the current effect on enemies stops and is renewed.

 

Iron Skin is just straight up useless in higher levels. Maybe make it a buff to the armor level of a frame and raise Rhinos armor to Valkyrs level.

 

Charge? I've never found a use for it. Ragdolling is fun though.

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imagine a fast Rhino Charge that sends enemies flying in the air, then chaining Stomp while the enemies are already in the air!

 

DE please try to make the ragdoll effect have gravity.  Sometimes ragdolling just instantly drops the enemies into a spasm state 

Edited by Ishki88
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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!

Just... just post every single excitement image macro. I can't fit all of them into one post. My breathing is ready to intensify.

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Nice changes, Duration Rhino will be a more useful as support for the team.

I have one suggestion though. Make Roar be re-cast before the duration ends, so we can use it again in case someone in the team didn't get the buff. Right now when we are playing Rhino, sometimes the team mates are out of range for Roar, and we have to wait until the duration runs out before casting again.

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These changes sound nice and all but there are some issues, if the duration on Roar is raised this will severely damage the usefulness of his Augment for it which is already suffering, if this change is going to be made then Roar needs to be either recastable or his augment needs to be changed.

 

Iron Skin needs to be reviewed, it is just awful, the scaling for it is too out of balance, it's far too strong early game and becomes useless endgame no matter how you mod towards it, it doesn't use your shields, it doesn't use your armor, it doesn't have any special properties beyond stagger/stun immunity, builds no aggro, once Rhino Charge is buffed it will be his most useless power endgame-wise.

 

I understand your hesitance in making any changes to IS considering all the work that's gone into balancing it's past iterations, there are too many frames that tank better than Rhino without using energy and they easily surpass him when they do.

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A good start for improving/fixing rhino, but as stated 'a good start'.

 

Rhino is meant to be a tank that provided damage soaking and support to his allies, but there are still a few issues (which were not addressed) that still need to be reworked or ironed out. Point in being, other warframes, even though less bulky and out of the role he takes, have just as much armor, but more health than him... this is something that definitly needs to be addressed. Also, his iron skin should be reworked and everyone knows it. Its very useful where its not needed, and useless where it is truely needed.

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