PookieNumnums Posted November 4, 2015 Share Posted November 4, 2015 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. Link to comment Share on other sites More sharing options...
Lightsmith Posted November 4, 2015 Share Posted November 4, 2015 Learning curve, how easy people can pick it up. Scaling, how good does it scale to end game. Effect, varients, I.e. some people loved Mesa's PM others hated it. Diversity of use, is it worthwhile most of the time or is pointless to use in some matches. Link to comment Share on other sites More sharing options...
(XBOX)Master4733 Posted November 4, 2015 Share Posted November 4, 2015 To me some support to my play style, if they have at least 1 helpful ability I think they are good (which is why every frame is good to me) Link to comment Share on other sites More sharing options...
YasaiTsume Posted November 4, 2015 Share Posted November 4, 2015 A good kit is one with Synergy, yet no redundency. Prime offender is Limbo, who out of 4 abilities 3 do fundmentally the same thing. Link to comment Share on other sites More sharing options...
4G3NT_0R4NG3 Posted November 4, 2015 Share Posted November 4, 2015 (edited) 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: 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 November 4, 2015 by 4G3NT_0R4NG3 Link to comment Share on other sites More sharing options...
(XBOX)a salsa wizard Posted November 4, 2015 Share Posted November 4, 2015 My main thing is if the concept is cool, the abilities good, and its fun Link to comment Share on other sites More sharing options...
(XBOX)Master4733 Posted November 4, 2015 Share Posted November 4, 2015 Abilities what's that? I use decorations(seriously though when I'm playing legit I don't use abilities much) Link to comment Share on other sites More sharing options...
PookieNumnums Posted November 4, 2015 Share Posted November 4, 2015 (edited) 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 windAlso 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 November 4, 2015 by PookieNumnums Link to comment Share on other sites More sharing options...
4G3NT_0R4NG3 Posted November 4, 2015 Share Posted November 4, 2015 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. Link to comment Share on other sites More sharing options...
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