Warframe

Can we talk about “hold to charge” abilities a bit, I feel they should either be faster or give better boost considering they take 2.5 to fully charge. That is eternity for a fast paced game like this

Warframe15 - Can we talk about "hold to charge" abilities a bit, I feel they should either be faster or give better boost considering they take 2.5 to fully charge. That is eternity for a fast paced game like this
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Okay so far Hydroid, Ember and Vauban has "hold to charge" abilities, I think Zephyr too but I don't play Zephyr that much. So I will talk about and grade Hydroid, Vauban and Ember by usefulness of their "hold to charge"


Hydroid

I like Hydroid and I think his "hold to charge" is kinda justified because his charge boosts damage AND duration of Tempest Barrage by +100%, so 5s base becomes 10s, and Tentacle Swarm gains +200% range. Decent exchange I would say, since his skills are made to be laid on ground rather than cast directly on enemies. His charge is basically an "improvement" since uncharged versions are also quite useful and based on even slight charge like 0.5 seconds, you still get 20% damage or 20% duration or 40% range boost (as far as I remember). So Hydroid, in terms of "hold to charge" usefulness, gets a solid B+ (it can still be shorter, I mean, this is Warframe, 2.5 seconds is the difference between mission success and mission failures sometimes, also hold to charge also increases energy cost which makes recast a valid alternate option)


Vauban

Vauban on the other hand is a bit of a mix, his chargeable skill, Tesla, is best utilized when put on multiple surfaces, especially moving surfaces like allies or enemies. Charging doubles your damage which is good and puts your status chance from 10% to 100% which SUCKS. This means he gets +90% base status chance by charge, so a 0.5 charge like in Hydroid example only makes Tesla get +18% status, making it has 28% status chance. And Tesla is better used for their small zapper utility rather than their damage. Charging affects nothing else, not charges, not total duration of a Tesla, not their range, nothing. So to be useful, you kinda HAVE TO fully charge, problem is recast would be a better option if we for this example assume your 10% status chance always procs since 2 Tesla means more frequent charges (thus hitting more enemies every second thus CC'ing more units), more coverage, you can place 2 Teslas on opposites end of a room for same energy cost as a fully charged one to cover same number of enemies. Still, 100% status is good, I guess? If charge was faster like let's say 1 second, it would be great. So Vauban gets a D+ in terms of "hold to charge" usefulness.

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And now, Ember, my sweet Ember, your problems are more than your "hold to charge", like your element type being the worst DoT in the entire game with a gimmicky almost micro-CC.

Ember's fireball has a hold to charge. Without charge, it deals a direct 400 fire damage with 100% status chance and has a 5 meter AoE of 150 damage with 50% status chance and it leaves a 10 second long napalm area that deals 20% of Fireball's damage to enemies that touch it, can't find if it procs fire and can't test it right now.

What does charging do? It doubles your damage and doubles the radius of napalm. Yes, of the napalm, not the 5m explosion, not its 50% status chance, also napalm is still 10 seconds, so you basically get a twice as strong fireball with twice the napalm range, for twice the energy cost. You know what else other than charging for 2.5 seconds does that? RECASTING IT! CAST IT TWICE! Which also, technically improves your status chance of blast from 50% to 75%! So charging isn't just weak, it is UNNECESSARY! Ember gets an F for usefulness of her "hold to charge". A BIG FAT F LIKE HER BIG FAT…

So anyway, Hydroid is fine, Vauban can use a boost and Ember SUCKS!

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