View Full Version : New Automaton frame: MNK!
Mayoyama
11-07-2012, 08:11 AM
It would be nice to have a purely DD frame (and no, not pld frame). MNK seems like a good fit, seeing as though mage frame already deals blunt damage while tping. Would need to change the animation though to include both fists attacking (and maybe kick attacks.. would be cute to see on automaton lol) and need 3/4 ws. Could also lead to a couple more interesting attachments to add to our arsenal (Maybe even a Counter II attachment :D)
Krashport
11-07-2012, 10:51 AM
It does have different frames that are Damage dealers, "Purely DD"... Harlequin "Melee", Valoredge "Tank", Sharpshot "Ranged" Stormwaker "Mage". Seeing that you're saying DD, I think you're referring to is another "Melee".
Giving the abilities to wield a Sword, Dagger, Hand to Hand, Etc... for Automaton hmm sounds Interesting...
Dragonlord
11-07-2012, 04:22 PM
The harlequinn frame, well, its pretty much terrible. I've never had a situation where it would outperform another frame. The VE frame has some pretty good damage output with the new WS, but its melee is quite slow. I agree pup should get a frame/head specifically for high melee dmg output. They could even simply rework the harlequin stats/AI/delay which would save dev team resources.
While we're on this topic, increase the distance of deploying the automaton, and the distance the Sharpshot frame can shoot from (and how far the mage frames will cast/stand from). What's the point of a ranger/mage class that can't step out of AOE range? And pup shouldn't itself have to step into AOE range just to deploy (regardless of the frame). Additionally, if the SS frame isn't meleeing, give it a ranged attack delay reduction, so we're not shooting ourself in the foot by trying to keep the automaton alive resulting in decreased dmg output.