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What Makes A Frame's Ability Toolkit Bad Or Good?


Hammahness808
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Nyxs chaos should cause disarm / terrify when ended

She should be able.to wonder about while absorb is on, since meditate is toggle now. Or you could breakdance with that ole eclipse narta.

Volt should be able to throw out arc traps as his one.

Frosts one should have him blast an ice path in front of him. Toggle. He should get a speed increase on ice.

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There's a difference between good and powerful.

 

A powerful toolkit has a balance of survivability, CC, damage, mobility, and team support. These are the 3 main things we all look for in a frame, and if a frame can do most or all of them well, then that frame is powerful. Zephyr is an excellent example of a frame that is proficient in everything. A frame can also be powerful by excelling in a few of these areas, even if the others are neglected. For instance, Trinity is a powerful frame because her survivability and team support are unparalleled, even though her damage, CC, and mobility are all basically nonexistent.

 

good toolkit is fun to use, requires interactivity, caters to a certain playstyle, and avoids being overpowered or game-breaking. There have been many examples of how not to create a good frame in DE's history, and I'd like to give an example of a frame that's good without sucking on Zephyr's reproductive organs any harder, but examples of frames designed in a good way generally aren't very noteworthy. It's easier to judge if a frame is good by seeing if there's anything blatantly not good with its design, so if a frame isn't objectionable, then it's probably a good frame.

 

A frame can easily be powerful without being good. Valkyr is powerful for the same reason she isn't good: it's literally impossible for her to die. Obviously that's incredibly powerful, but it's also not good at all, because it's both boring and game-breaking. Just the fact that there's controversy surrounding Valkyr's god mode is evidence that there's something wrong with the design.

 

Edit:

 

Zephyr should have the option to toggle hover.

 

Two issues:

 

It would actively lower your mobility, as having it active would disable Zephyr's ability to use Tail Wind in conjunction with Parkour 2.0.

 

It would give you complete god mode, as Turbulence protects you from ranged enemies, and melee enemies wouldn't be able to reach you while you're airborne.

 

In short: bad.

Edited by 4G3NT_0R4NG3
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There's a difference between good and powerful.

A powerful toolkit has a balance of survivability, CC, damage, mobility, and team support. These are the 3 main things we all look for in a frame, and if a frame can do most or all of them well, then that frame is powerful. Zephyr is an excellent example of a frame that is proficient in everything. A frame can also be powerful by excelling in a few of these areas, even if the others are neglected. For instance, Trinity is a powerful frame because her survivability and team support are unparalleled, even though her damage, CC, and mobility are all basically nonexistent.

A good toolkit is fun to use, requires interactivity, caters to a certain playstyle, and avoids being overpowered or game-breaking. There have been many examples of how not to create a good frame in DE's history, and I'd like to give an example of a frame that's good without sucking on Zephyr's reproductive organs any harder, but examples of frames designed in a good way generally aren't very noteworthy. It's easier to judge if a frame is good by seeing if there's anything blatantly not good with its design, so if a frame isn't objectionable, then it's probably a good frame.

A frame can easily be powerful without being good. Valkyr is powerful for the same reason she isn't good: it's literally impossible for her to die. Obviously that's incredibly powerful, but it's also not good at all, because it's both boring and game-breaking. Just the fact that there's controversy surrounding Valkyr's god mode is evidence that there's something wrong with the design.

Edit:

Two issues:

It would actively lower your mobility, as having it active would disable Zephyr's ability to use Tail Wind in conjunction with Parkour 2.0.

It would give you complete god mode, as Turbulence protects you from ranged enemies, and melee enemies wouldn't be able to reach you while you're airborne.

In short: bad.

Depends on enegy consumption and who said she couldn't tail wind

Also that's just your opinion, man. Good point about melee dudes. Hover could disable turbulence using whatever gust blasts for that but for the hover

Edited by PookieNumnums
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Depends on enegy consumption and who said she couldn't tail wind

 

She would still be able to use Tail Wind, she just wouldn't be able to use Tail Wind in conjunction with Parkour 2.0. This would both decrease maneuverability and prevent you from stacking bullet jump momentum on top of Tail Wind's speed.

 

However, I could see it working if Tail Wind gave you your bullet jump back after casting.

 

Good point about melee dudes. Hover could disable turbulence using whatever gust blasts for that but for the hover

 

Good idea, although this might make Zephyr more vulnerable while airborne than on the ground. A percentage chance to let shots through while hovering sounds better.

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