Cavman Posted February 1, 2013 Share Posted February 1, 2013 (edited) First off, I would like to say that Volt is the only Warframe I have played, so I can't say how good of a place Volt is in when compared to other Warframes. That said, there are a couple things I'd like to say about the abilties given to Volt. I like the idea of having 4 ablities per Warframe, but the discrepency between them for Volt is a little too much for me to accept. Because we are dealing with only 4 abilities, all of them should be very powerful and have multiple uses. Currently, I feel the balance of them is a little off. I'm gonna go into them and explain what I think should change about them. One thing I have to say about ALL abilities is that they NEED MORE TOOLTIP INFO. I still have no idea if Overload or Shock do more damage. The Wiki doesn't even tell you ffs. Abilities need to show damage info. Ability 1: Shock I guess you can call this the entry level Volt ability, since it's the first you can get. Now, I just gotta say, when I first picked this waframe, I had no idea about the other frames that aren't offered to you. I had no idea about the actual gameplay. This, to me, seemed like the "spellcaster" class. Very soon after I started playing, however, I noticed that this is far from true. Shock gives you, through most of the game, a 1 shot kill against most regular enemies. It also stuns the enemies nearby. The only problem I have with this is that it isn't more practical. Yeah, it kills an enemy pretty easily, but if this is the "potent alternative to gunplay" you say it is, I am extremely unimpressed. You can only cast Shock 4 times before you run out of energy early on. That is maybe one group of enemies. Later on, this ability gets totally dominated by Overload. There is almost no reason to use Shock after you unlock Overload. Also, I don't know if this is just my experience with it, but the stun effect on nearby enemies seems to either be extremely short ranged or ineffective most of the time. My proposed fix to this is that you reduce the cost to 20 energy, and give it a chain shock effect (maybe through it's upgrades?). I'm not sure how the damage is calculated for this abilitiy, but I suggest it be changed to a % based on the enemy's health with a damage cap, to avoid abuse on bosses. This change gives you an extra Shock with the energy change, and also gives it a little bit more viability when facing more than 4 enemies with the chaining effect. Also, the % damage would give this ability great use in boss fights, balanced around whatever you wish the damage cap to be. In my mind, a team of four volts should be able to nuke a boss down to half health with each of them blowing through 10 shocks, so 40 shocks. Not sure how balanced that would be, but it doesn't sound too ridiculous considering how strong a %health based nuke should be. Ablitiy 2: Speed This ability is probably one of my most frequently used abilities, but I have never actually found it "fun" to use. From the description, I assumed it would do more than make you run faster. Enhanced speed and dexterity implies that you could maybe melee faster? Maybe you don't get knocked down as easily? This ability needs some other use besides making you run faster My fix is just that, give it something else besides making you run faster. Have melee attack speed increased. Give it a chance for bullets to miss you, and for God's sake fix the animation you changed in the latest patch. It looks silly to see my legs moving like a locomotive. But yeah, this fix does something else besides balancing the ablitiy. Now, a player wanting to play Volt as a melee fighter would have a reason to max out Speed. It promotes diversity in gameplay. Ability 3: Electric Shield When I first got this ability, I thought it was pretty cool. I had just started coming across a lot of heavy Grineer, and having a deployable shield for their Gorgons seemed like the best thing in the world. When I found out that shooting through the shield gave your bullets the electric element, I thought that was genius. However, I don't like how your damage is reduced initially by shooting through it. On paper, that seems like a balanced trade off. In game, unless you are standing completely behind cover, you're still getting shot at. Warframe doesn't have a good enough cover mechanic to really benefit from this. Proposed fix? Give absolutely no penalty for shooting through the shield. The penalty should be the 50 energy I spend to put it down. Also, I'm not sure if allies can shoot through your shield for the same electricity benefit on their bullets, but if not then that should definitely be implemented. Ability 4: Overload Oh boy, when I first saw someone using this ability, I laughed at how OP it was. The sheer difference in power when compared to your other abilities completely undermines the creative uses your other abilities could have. Why bother using speed to get behind enemies, popping an electric shield, and gunning them down from both sides with your team when you can just hit 4 for a room clear? Not to mention how aggravating it is to be on a team with someone who uses it every chance they get. I personally refrain from using it because it sucks the fun out of playing the game. The usefulness of this ability (and others like it) need to be seriously looked at. My fix to this would be to keep the size of it, completely remove/reduce the damage, and extend the debilitation it provides. This gives it a much more strategic implementation. You can't just use it to wipe a room of 40 Grineer. You can use it to give yourself some breathing room, but you still have to deal with your problems. And it still retains it's superior strength over the other abilities because it provides a massive stun in a huge area. So yeah, those are just some thoughts of mine. I currently have a lvl 30 Volt, with a spud in it of course, and I still want to play the "potent alternative to gunplay" that I read about. Edited February 1, 2013 by Cavman Link to comment Share on other sites More sharing options...
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