![]() For 5000 damage you get 3x, 25k for 4x etc, you get the point, correct math can be done by estimating enemy DPS and unit number per level and scaling of damage required to kill those enemies but jist of it scaling is there. Scaling math should work in an exponential way, like, for 0 damage soaked you get all x1. So what I'd like to see is Harrow like thingy, Atlas and his buddies are invulnerable and soak in damage, convert it to HP, armor and damage multiplier for Rumblers and there you go. What lacks is scaling, they are doing fine up until the point, after that they are just 100 energy worth of agro. They brawl, they yeet rocks over long distances. Rubble should dissolve slower, energy requirement should be lower, 1500 armor is not a god tier people should work their balls off to maintain, they should play the game. Too much busy work, too much energy management even with hunter adrenaline.Īdded damage is cool and all, but Atlas' healing and self sustainability is at the cost here, many many warframes have it easier with one click toggle buffs and it no wonder players dislike this. His additional armor is pretty sick, with 3 Umbral mods maxed out you get over 3000 armor combined with his 3-rd ability, but the way it crumbles is meh, too fast for energy that's needed to maintain it. Petrify - costs too much energy for what it does, with how Atlas' 1-st ability works, reduced energy on spam, player is encouraged not to use energy mods in the build. You can circle sortie defense operative with 3 walls. I do not think this ability needs a rework, has tactical value, synergizes with his 3, it's fine as is, helpful in scenarios. One punch is strong but bs to use as you kill your melee build, just shuffle stats and it will be better.ĭonald Trump - wall is fine as is, I like it with an augment that lets him spawn 3 walls, so good for solo interception or some ♥♥♥♥♥♥ up condition on sortie like Void Interception with some crazy modifier where everyone runs away from D point as that place is hell. Only way to make it critical as is is to use Arcane Avenger but with it's low duration and Atlas' immunity on ability cast so it is not consistent. It is strong, has combo and ♥♥♥♥, benefits from melee combo, just arse to build as you can ONLY use damage, elemental and combo duration mods to benefit it. With no critical or status you have to kill your melee build in order to maximize one punch. Compensate by lowering base damage obviously, math. One Punch - increase base CC and SC from 5% each to 20% each. Should have really strong AOE skills and have strong synergies with other skills that would command him and activate its skills by using frame skills. Gets lost, its aoe stomp has low range, cant spamm stomp and itself should at least have permanent duration until it dies. Summon a big golem whos posture makes him look like he is scared of everything. Aand the rolling stone is always stuck behind something, not that its worth using anyways.Ĥ. Camping skill in a game where we move like cars on foot. With 20m cast around it would be cool to CC half of the map but why would i petryfy anyone if i can just Punch or kill :Dģ. This skill just makes no sense to use on all ready dead enemies. Good skill: In another game, where u fight hard enemies one by one. He offers pretty much nothing in a fast phased game like warframe, where skills have no cooldown.ġ.Okay its cool but slow and my melee weapon is still more fun to use. He would be decent semi support/tank hero in Dota 2.Īs i got his prime parts pretty much randomly i gave him a try. having a badass melee weapon and this ability. Most fun about him is his first ability but again.
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