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Rhino Changes Feedback [U18 Megathread]


[DE]Danielle
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Charge into battle and stomp enemy hope with Rhino’s new ability changes:

 

        • Rhino has been given a passive: Heavy Impact!

 

        • Rhino Charge has received the following changes:

• Rhino Charge can now gore enemies caught in his path!

• Rhino Charge now has a re-cast combo counter (mechanically identical to Valkyr's Ripline and Atlas'     Landslide).

• Duration mods no longer affect Rhino's Charge.

• Range mods will now affect Rhino Charge's distance.

• Rhino Charge’s distance is now based on his melee combo meter..

• Rhino Charge will now result in a Blast proc on targets if Iron Skin is active while Charging.

• Rhino Charge will deal double damage against targets affected by Rhino Stomp.

 

        • Iron Skin has received the following changes:

• Iron Skin has damage absorb period at beginning and is affected by armour, like Snow Globe and       

  Tectonics.

• Rhino Stomp has received the following changes:

• Fixed 'double getup' when enemies affected by Rhino Stomp get ragdolled.

• Rhino Stomp is recastable now and picks up new enemies in range.

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iron skin  scales with armor hip hip hurrah! there was no need to mess with charge, also what is exactly the difference between a blast proc and a ragdoll? unless  you removed the ragdoll on charge that is. well at least now my max duration rhino won't fly off the map when using charge also the recastable stomp is good news

 

edit couse i suck at reading

Edited by bl4ckhunter
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So, figured out the new equation for Iron Skin: ((Power Strength)(1200))+((Armor)(2.5)(Power Strength)) 

 

So, Uhm, Ironclad Charge+Iron Shrapnel is kinda.... Insane?  Like, Crazy insane.

i don't think it works quite like that, armor gives a percentile damage reduction since iron skin "is affected" by armor, that effectively increases the hp but i think that iron sharpnell is calculated off the raw hp, not the effective hp. anyways  even if it worked like that you'd have to sacrifice two slots for that + add range, power strenght, and efficiency and duration for it to work reliably

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i don't think it works quite like that, armor gives a percentile damage reduction since iron skin "is affected" by armor, that effectively increases the hp but i think that iron sharpnell is calculated off the raw hp, not the effective hp. anyways  even if it worked like that you'd have to sacrifice two slots for that + add range, power strenght, and efficiency and duration for it to work reliably

 

No, armor is a factor in Iron Skin's HP, the the ability information changes depending on how much HP you have, I played around with different loadouts of power strength and armor and recorded the values displayed on the abilities screen.

Qgx5orU.jpg

 

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Here's the ability after charging through one to 3 enemies with ironclad charge (didn't count accurately sorry).

dLIqJCW.jpg

 

Going for the iron shrapnel nuke combo is probably a little excessive.  But Ironclad Charge+High Armor is, pretty danged sexy for getting high Iron Skin values. 

Edited by Gelkor
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I'm here to ask if Iron Skin is supposed to take self-damage into account when absorbing damage.

 

As of this post, I can shoot myself and damage iron skin, jut like before, but now, it absorbs the damage and gives more armor.

 

It creates and interesting synergy with the self-damage weapons and rhino, something that people really like and want for the game.

 

I just hope it's intented.

 

Also, if that's intentional, it's not working properly, because elemental damage(I haven't tested physical) is not applying properly to the skill. In the abilities description, it states that it gives ferrite armor, but in-game testing did not show any difference in between corrosive damage(bonus vs ferrite) and the same amount of blast damage(penalty vs ferrite).

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Also, if that's intentional, it's not working properly, because elemental damage(I haven't tested physical) is not applying properly to the skill. In the abilities description, it states that it gives ferrite armor, but in-game testing did not show any difference in between corrosive damage(bonus vs ferrite) and the same amount of blast damage(penalty vs ferrite).

 

Well, it's not necessarily ferrite armor when it's in it's absorb phase. Not sure.

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The changes seem very promising so far, but...

 

Shouldn't Rhino Charge scale with melee mods? The damage right now doesn't really scale well into late game. Of course, he has ragdoll and blast procs, so maybe the focus isn't damage after all, but crowd control instead. In any case I'm asking because of this sentence:

 

- Rhino Charge will deal double damage against targets affected by Rhino Stomp

 

What's the point of increasing damage if the skill itself isn't meant to deal heavy damage?

 

For the rest, I don't have any suggestions. He can be really tanky with augment mods and the current system. Also, I think he could use more armor. He's close to Excalibur in armor rating, but I think he should be close to Valkyr or Atlas instead.

 

Nice work and well done, guys!

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The current state of rhino's abilities puts it in a unfortunate situation due to the corrupted mods available.  I feel most end game builds require skills to be maximized with corrupted mods, but that's just my opinion.  Now having good charge and stomp range (overextended), will mean a nerfed iron skin and roar.  Having a good roar (Narrow Minded), will mean having an unusable / short charge and stomp.

 

I am taking the update as a downgrade,  My previous setup was built around duration and power, which gave me a powerful iron skin, roar that was over 2x multiplier for 85 seconds, and a charge that would get me about 50 meters, with stomp having shorter range (but superior stun times) as the only noticeable negative.  The major changes were made to charge, but that means I can only have my previous bonuses if I accept having a charge that would only move me 4 meters (I may as well walk).

 

Also, the double damage from charge when enemies are stomp stunned doesn't sound like anything that I would ever use to any practical level.

Edited by Unagi604
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And thats why i find this odd.

 

that's a misstype, it's based on his charge combo meter, the patch notes state this, this posting is just off.  When you are on your 2nd or 3rd combo charge in a row the range is a good deal longer.

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