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Rhino Skillset Tweak/rework Idea


TapeKiller
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Before I start, I apologize if this is not the right forum category I'm posting in, I'm new on the forums and this is my first post, and on a second note keep in mind that my English is quite mediocre, so forgive me for any grammatical error.

 

Even if I'm a bit late with these ideas (In the last Devstream they mentioned few Rhino changes that are being worked on) I though I would post them anyway, maybe there is something good in this textwall that could be used, and beside that I wanted to share my ideas instead of let them getting dust in a .txt file.

This is not to be read as "PLZ DE CHANGE RHINO", it's just how I would like this fantastic warframe that, imho, right now feels a bit castrated and not even viable in many missions beside the star chart (oh well, you can take a Rhino in T4 Missions and result successful but it's kind of selfish to take a Rhino instead of another CC/utility frame that could help the team way more).

 

 

1) CHARGE: Rhino charges forward increasing speed and damage dealt based on [ the energy spent since the activation / the time passed since activation ] staggering and damaging enemies nearby him.

Beyond a certain treshold enemies are ragdolled.

Reason: what I feel is that right now Charge's only purpose, beyond a laughable at CC, is.. well, I don't know. When I bought its augment (Ironclad Charge) I had a good feeling about the potential it could have had. But unfortunately if you have to build in a way that allows you to get advantage of that augment you inevitably have to play with an insanely long Charge, which in my opinion is quite silly because it's really uncomfortable and unreliable. If Charge becomes a toggleable ability the problem ceases to exist, and it would allow the player to have control of where your character goes, instead of seeing it propelled somewhere two tiles ahead.

 

a) IRONCLAD CHARGE: Every enemy hit by Rhino's Charge increases the base armor (just like now) but the duration could refresh for each enemy hit, and the armor could stack as well. 

Reason: this could potentially allow players to play Rhino in a clever way, because you could eventually build around your first ability and play as a damage sponge with a bit of cc that can aggro enemies' damage even at higher levels, since its base armor stacks, as long as you are able to horn enemies.

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2) IRON SKIN: Basically the skill would scale with enemies' level, and that's it until I talk about Roar. Alternatively it could scale with Rhino's armor (base+bonus), or even become some kind of second hp bar which drains your hp (or even energy, like Quick thinking does) with a ratio depending on your Power Strenght (considering the 1:1 ratio at a very low power strenght value, because otherwise activating Iron Skin would make you squishier).

On a second note It could also boost your armor for a set amount of HP (let's say I have 600HP, with X armor, the skill could boost your base armor by 500 for 400HP, which means that Iron Skin lasts for 400HP with 500+X base armor, after which the skill ceases to be active).

I honestly prefer the idea of its HP simply scaling with enemies' level, because it doesn't become too messy and complicated, more reliable, and furthermore its augment could have potential as a nukining skill, since the damage of the burst is based on the remaining HP of Iron Skin which, as stated before, would scale with enemies' level.

 

a) IRON SHRAPNEL: It could work in two ways: 

- as before, so Rhino could be played as a nuker almost effectively at any level (Iron skin hp would scale with enemies' level) or

- it could automatically trigger each % of hp lost, releasing a burst of slash/puncture damage and inflicting a proc.

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3) RHINO STOMP: The ability could work as it does right now, it's a nice "oh S#&$" button. Since it now is the third ability it could have an augment.

 

a) EARTHQUAKE/FISSURE: Rhino slams the ground with great power, shaking the ground for several seconds putting enemies in stasis (like before). But now enemies that enter the area are afflicted by its effect, so it basically becomes a continuous stomp over time.

Reason: This augment can let Rhino builds focus on a continuous cc/block frame (conceptually vaguely similar to repelling bastille), and since it can be an opportunity to have another potential way to build Rhino around, I thought it could be a cool idea.

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4) ROAR: Roar increases Rhino's damage output, but also empowers his skills with additive effects.

 

CHARGE: Charge would now ragdoll enemies, instead of just staggering them. Silly but funny (to me) idea: Ragdoll force scales with power strength lol.

 

IRON SKIN: it could ricochet enemies' bullets.

 

RHINO STOMP: Enemies in stasis take more damage or have their armor reduced.

 

 

Some notes:

Since ragdolling an enemy forward could lead to you knocking it several times (proccing Ironclad Charge's effect too many times) there might be a restriction whereas you only get your armor buff from enemies that have not been knocked by you for a set amount of seconds.

 

Regarding Rhino's base stats, I'm fine with his lower Armor value as long as the forementioned scaling with skills such as Ironclad Charge or even Iron Skin (in the case where it can buff your base hp) but honestly I would like to see higher base HP and lower Shields because we could get advantage of its stats in a better way, and avoid using iron skin just to give the shields time to replenish.

 

In the light of the revealed ideas for Rhino's rework during the last Devstream, I would like to add that if the Landslide-like Charge makes its way into the game it would be almost mandatory to let Ironclad Charge duration stack,since you would taget single enemies instead of charging into a bunch of them.

From what I wrote you can tell I like Ironclad Charge, I always underestimated its potential as an augment and its buff, but if its mechanics are tweaked adequately it can help Rhino shine as the "Heaviest Warframe" he is supposed to be, expecially because any tank frame outdoes Rhino tankiness wise.

Furthermore I believe that my proposed changes would make Rhino builds more diverse and they could also make Rhino more "interactive" and satisfying to play with. 

 

Of course this is just my opinion on the matter, feel free to disagree. Thanks for reading!

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If I remember correctly, they talked about having charge act similar to Atlas' first ability, with each use after a previous successful charge having increased damage and length. Iron Skin was going to get the snow globe treatment of a couple sec of invincibility that gives it more hp based on the damage that would have been taken, and enemies suspended by stomp take extra from charge.

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If I remember correctly, they talked about having charge act similar to Atlas' first ability, with each use after a previous successful charge having increased damage and length. Iron Skin was going to get the snow globe treatment of a couple sec of invincibility that gives it more hp based on the damage that would have been taken, and enemies suspended by stomp take extra from charge.

 

In the last notes I mentioned that I'd like if Ironclad Charge buff stacked, based on what DE said during the devstream. Infact, if it becomes a single target skill it will be hard to get many enemies in one single charge. What do you think about it?

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