![]() ![]() If you don't build for spamming Petrify then you essentially miss out on the new Rubble mechanic because of the way Rubble works (see below). Unfortunately, because with how clunky, static, and energy consuming the awful new Petrify is, I am likely to have lost more health than I generated from Rubble with the Petrify/Landslide combo. Healing off of the Rubble doesn't even stop the Armor decay! All of this leads to generating Rubble being very situational and more difficult than needed. ![]() If DE would make the amount of Health you generate scale with Power Strength, I would be healing ~150 health from each instance of Rubble from the Landslide/petrify combo, which is much more logical. That is painfully low and due to that fact that even if you are missing 1 health the 75 Armor/Health Rubble drop will be consumed to heal you just the 1 health. The healing that Rubble gives you is a cruel joke, 75 health for 75 energy of Petrify + 25 Energy for Landslide!? On a Warframe with 740 Health!? (1140 in my case) This make Generating Rubble EXTREMELY situational and just outright difficult. He is designed to be in the middle of the fight and thus is NEVER at full health unless in a large Landslide Combo. Generating Rubble in a real game situation is awful, due to the fact Atlas is the BRAWLER Warframe. Let's not even pretend the 50 Rubble dropped by the Rumblers death (scaled down based on how much health they have left) is even a logical amount of Rubble for the amount of energy they cost, taking the decay rate into account. ![]() This would allow for generation of bonus armor from Rubble, because Landslide makes you invulnerable and the targets are Petrified before you Landslide them. Needing to cast Petrify all around you for a safe revive of a teammate used to cost 33 energy and now cost 450 ENERGY for the same time spent Petrifying and you lose more health in the process!ĭon't forget, DE stated that before the single cast change to Petrify was made, the plan was to make it so you can cast other abilites while Petrify was channeled as well as enemies were Petrified much faster. So, you could use Petrify and Landslide at the same time. Remember, Atlas is the Brawler Warframe, his job is to be in the center of the fight so this is a common place/situation for him. As well as you are going to take significant health loss, because while you are petrifying the first 60 degree cone, the other 300 degrees of enemy fire is still free to shoot you. Previously they all would remain stunned by applying the initial stun before attempting to Petrify everyone. Now, you have to use Petrify 6 times (60 degree cone x 6 = 360 Degree area of effect) with a 1 second casting animation totaling about the same time spent Petrifying enemies however you spend 75 x 6 = 450 ENERGY! Which, unless you are using Flow, is impossible, and if you are using Flow it consumes your full energy bar. This costed 15 energy, then 3 energy a second totaling 33 energy used with minimal health loss by using the initial stun to protect you. Previously you would cast Petrify and quickly spin 360 degrees to apply the initial stun to everyone which gives you the 6 seconds needed to go back and acutely Petrify everyone around you. Say you're surrounded and you need to revive your teammate, Bulwark is covering the objective, Rumblers are off elsewhere and Landslide will take too long and your teammate will die before you can kill everyone, your only option is to Petrify everyone. Sure, now enemies are instantly petrified in front of you, but if you have a power strength build (which you should) it took 1 second to Petrify all of the enemies and you had the flexibility to quickly apply the initial stun in order to give you a safe moment to begin Petrifying. DE multiplied the energy consumption by FIVE on a Warframe that had an issue with energy consumption in the first place and made it less flexible and that's not to mention if you need to petrify a 360 degree area around you. Why was the massive change to Petrify necessary? Changing it to single cast, ruined the ability from the Dev Workshop version (please find out what this is before replying). One of the most unique abilities in the game (spectral scream being the closest relative) with very flexible usage that you could scale the energy consumption as needed. ![]()
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