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Created: June 14th, 2016 | v 18.14.2

Last Updated: July 20th, 2016 | v Specters of the Rail 11



As you could read from the title, this blog post focuses on Volt's recent rework from Update 18.13.0 and how the Warframe community has reacted towards it. I'm making this blog now because I wanted the rework to have time to settle in with the majority of Volt fans, while also giving DE time to make any last minute adjustments so any info here wasn't sorely out of date. First, let's compare and contrast 'post-rework' Volt and 'pre-rework' Volt.

Comparisons

Shock Comparison

Shock was the ability least touched by the rework, it received neither a buff nor a nerf. What did change was the addition of synergy between Shock and Volt's 3rd & 4th abilities. We'll look at each synergy individually.

Speed Comparison

Speed's FOV (Field Of View) was reduced out of fan-based complaints and Speed is now recastable while active. As of hotfix Lunaro 5 Speed has regained its range (yay!) and allies who backflip can now cancel Speed's effects. The reload speed buff has also been kept from the 18.13.0 update.

Electric Shield Comparison

Electric Shield shocked (pun intended) the Volt community as the rework gave players a whole new way to play Volt. The all new riot shield addition features Volt transforming his normal, stationary Electric Shield into a miniature mobile shield. But many fans wondered "at what cost", or rather "why such a huge cost!?!". Here's Electric Shield before and after:
View Electric Shield Comparison List
ElectricShieldModU15 ElectricShield
ENERGY
50
KEY
3
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.
Strength:50% (electricity damage bonus)
2x (critical damage multiplier)
Duration:10 / 15 / 20 / 25 s
Range:6 m (width)
4.25 m (height)

  • Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. Shots fired through the shield by Volt and his allies will gain 50% Electricity b Electricity damage, and critical damage will be multiplied by 200%. The shield lasts for 10 / 15 / 20 / 25 seconds.
    • Damage bonuses are not affected by Power Strength.
    • The Electricity b Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity b Electricity damage.
    • The Electricity b Electricity damage bonus combines with other elemental types to create compound elements on weapons that have an elemental base damage type, but this does not apply to weapons with a physical base damage type or any continuous-trigger weapons.
    • Firing through multiple shields will cause the Electricity b Electricity damage bonus to stack additively (e.g., firing through three shields will grant a 150% Electricity b Electricity damage bonus). The critical damage bonus does not stack with additional shields.
    • Duration is affected by Power Duration.
    • Height and width are not affected by Power Range.
  • Electric Shield affects certain weapons differently:
    • All primary and secondary weapons will gain Electricity damage and amplified critical damage. Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
    • Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a shield will not affect the orb's contact damage (which cannot be modified on the weapon), but it will affect the orb's explosion damage.
    • Weapons affected by damage falloff, such as the Brakk, will not suffer the penalty.
    • Until Hotfix 17.4.2, hitscan weapons and Held-trigger weapons with limited range, would be given a fixed range of 70 meters when fired through an Electric Shield. Note: the Amprex or the Synapse do not gain the fixed range modifier.
    • Held-trigger weapons will also gain hitscan properties (e.g., the Spectra's beam, which has a noticeable travel time, will damage enemies instantaneously after passing through a shield).
  • While most hostile gunfire is blocked by Electric Shield, area damage can still bypass it. This damage includes area attacks from Grineer Napalms and Bombards.
  • As Electric Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
  • Can be cast multiple times while active.

  • Multiple instances of Electric Shield can provide a 360 degree wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
  • Take note that this kind of shield does not protect its users from above and below attacks.
    • However, as the shield is placed in the direction you are looking and centered at your crosshair, you can place shields above and below you to fix this.
  • Be careful of the Scorpion as her Grappling Hook can still catch you and drag you out of cover.
  • The 50% Electric Damage buff can apply to Mesa's Regulator pistols as well.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • The Penta does not gain any damage bonuses.
  • The Ignis, Embolist and Opticor lose their AoE properties.

  • ElectricShieldModU15 ElectricShield
    ENERGY
    50
    KEY
    3
    Electric Shield
    Volt deploys an obstacle of energy, providing cover in any situation.

    Energy Drain: 5.0 s-1
    Distance per Energy: 1.0 m

    Strength:50% (damage bonus)
    200% (critical damage bonus)
    Duration:10 / 15 / 20 / 25 s
    Range:[Static Shield] 6 m x 4.25 m
    [Current Shield] 2 m x 3 m

    • Shots fired through Electric Shield by Volt and his allies will gain 50% Electricity b Electricity damage, and critical damage will be multiplied by 200%.
      • Damage bonuses are not affected by Power Strength.
      • The Electricity b Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity b Electricity damage.
      • The Electricity b Electricity damage bonus combines with other elemental types to create compound elements on weapons that have an elemental base damage type, but this does not apply to weapons with a physical base damage type or any continuous-trigger weapons.
      • Firing through multiple Shields will cause the Electricity b Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity b Electricity damage bonus). The critical damage bonus does not stack with additional shields.

    • "Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
    • Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.
    • As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
    • The Static Shield can only be cast a maximum of 6 times, casting after the maximum will remove the earliest Static Shield and create a new one where cast.
    • A Static Shield cannot be cast while a Current Shield is equipped.

    • "Current" refers to an electrical current, which is the flow or movement of electrons.
    • Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size (2.0 m × 3.0 m) and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
    • The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
    • When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons as well as have his speed and mobility reduced.
    • Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.
    • Volt will be drained 1 energy for every 1 meter he travels with the Current Shield equipped, on top of the 5.0 s-1 energy drain rate.
      • Note that though the Current Shield has two drain rates it will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
      • Duration is affected by Power Duration.
      • The channeling energy cost is affected by Power Duration and Power Efficiency.
      • Distance Per Energy is affected by Power Efficiency through the equation DPE ÷ (2 − PowerEfficiency).
      • Height and width are not affected by Power Range.
    • Only one Current Shield can be equipped at a time.

    • Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
      • The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
    • The 50% Electricity b Electricity damage buff can apply to Mesa's Regulator pistols as well.
    • Casting Ember's Fireball through an Electric Shield will change its damage type and proc to Radiation b Radiation.
    • Electric Shield affects certain weapons differently
      • All primary and secondary weapons will gain Electricity b Electricity damage and amplified critical damage. Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
      • Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage (which cannot be modified on the weapon), but it will affect the orb's explosion damage.
      • Until Hotfix 17.4.2, hitscan weapons and Held-trigger weapons with limited range, would be given a fixed range of 70 meters when fired through an Electric Shield. Note: the Amprex or the Synapse do not gain the fixed range modifier.
      • Held-trigger weapons will gain hitscan properties (e.g., the Spectra's beam, which has a noticeable travel time, will damage enemies instantaneously after passing through a Shield).
    • While most hostile gunfire and AoE damage is blocked by Electric Shield, weapons with innate Punch Through, such as a Scorch's Ignis, can bypass Electric Shield and damage you.

    TransistorShieldMod
    Main article: Transistor Shield

    Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.

    Rank Damage Absorbed Cost
    0 25% 6
    1 50% 7
    2 75% 8
    3 100% 9

    • Multiple instances of the Static Shield can provide a 360 degree wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
    • Note that this kind of shield does not protect its users from above and below attacks. However, as the Static Shield is centered at your reticle, you can place them above and below you to fix this.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration increases duration to 73 seconds and reduces channeling cost to ~1.712 energy per second.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces activation cost to 12.5 energy, channeling cost to 1.25 energy per second and increases distance per energy to 4 m.
      • Reduces duration to 10 seconds.
    • Maximized Power Range has no positive effect on this ability.
      • Has no negative effect on this ability.
    • Maximized Power Strength has no positive effect on this ability.
      • Increases activation cost to 77.5 energy and channeling cost to 8.75 energy per second.
      • Reduces distance per energy to ~0.645 m.
      • Reduces duration to 18.125 seconds.

  • The Penta does not gain any damage bonuses.
  • The Ignis, Embolist and Opticor lose their AoE properties.
  • If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).

  • To summarize, Electric Shield now has two forms, the Static Shield and the Current Shield (riot shield). The Current Shield is actually limited by a set duration while also having an energy drain of 5.0s-1 and an additional energy drain when moving with Current Shield that increases the faster Volt moves. The amount of Static Shields you can cast has sadly been capped at 6 as well :(

    On a brighter note, Electric Shield received an awesome visual overhaul as well as the addition of synergy between it and Shock. Casting Shock through a Shield will electrify it, dealing Shock's damage to any enemy that passes through. And the icing on the cake is it now BLOCKS AOE DAMAGE!!! The electrical damage and crit. damage bonuses from firing through Electric Shield were neither buffed nor nerfed, which is fine in my book. As of hotfix Lunaro 5 a new mechanic has been added to the riot shield. Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed to the ground.

    Ultimate Comparison

    Overload (Discharge) was the most anticipated of Volt's abilities to be reworked, as many Volt fans shared their ideas and thoughts on what needed to change with Overload.
    View Overload to Discharge Comparison List
    OverloadModU15 Overload
    ENERGY
    100
    KEY
    4
    Overload
    Volt emits an energy field, destroying lights and other electronics which will violently explode and damage enemies.
    Strength:150 / 175 / 200 / 225 (pulse damage)
    250 (arc damage)
    Duration:3 / 3 / 4 / 4 s
    Range:12 / 15 / 18 / 20 m

    • Volt emits a powerful electric field, initially inflicting 150 / 175 / 200 / 225 Electricity b Electricity damage with a 100% status chance in a small area of effect. This pulse is also paired with an additional instance of damage that decreases with distance and is increased by body-part multipliers.
      • Both sources of damage are affected by Power Strength.
      • Enemies damaged by the initial pulse will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
    • The electric field has a radius of 12 / 15 / 18 / 20 meters, and any electronic device within the field will become overloaded. Each overloaded device will discharge a limited number of electric arcs against multiple enemies within a similar range, and each arc inflicts 250 Electricity b Electricity damage with a 100% status chance. Once all overloaded devices have been depleted, the electric field will destabilize and inflict 150 / 175 / 200 / 225 Electricity b Electricity damage per second with a 100% status chance over a duration of 3 / 3 / 4 / 4 seconds. These final pulses of damage also affect enemies within a similar range.
      • Pulse damage is affected by Power Strength, while the arc damage from overloaded devices is not.
      • Enemies damaged by arcs or subsequent pulses will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
      • Arcs are not obstructed by the environment.
      • Duration is not affected by Power Duration.
      • After the overloaded devices have been depleted, only 2 / 2 / 3 / 3 pulses of damage are emitted over the duration.
      • Field radius and arc range are affected by Power Range.
      • Arc damage is not restricted within the field radius. Arc range is measured from each device, making it possible to damage enemies beyond the field radius when devices are present.
      • Devices are permanently destroyed after being overloaded. Destroyed devices do not affect Overload, which means devices within the field radius can only be used once per cast.
    • Overload does not require the presence of nearby electronic devices to be cast. Without devices, Overload will only deal damage via pulses: the initial pulse on cast, and the additional pulses emitted over the ability's duration.
    • Light fixtures appear to be the only electronic devices that are compatible with Overload.
    • Can be used while jumping, sliding, clinging to a wall, or executing a front flip.
    • Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
    • Cannot be recast while active.

    Capacitance
    Main article: Capacitance

    Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by Discharge into shields, split between himself and allies.

    Rank Shield Bonus Cost
    0 1.5% 6
    1 2% 7
    2 2.5% 8
    3 3% 9

    • This ability has a synergy with Mirage's Eclipse, depending on how it is used. As Overload destroys lights and other appliances in the process, it can be used to manipulate the battlefield's lightning to attain constant advantage over the dark bonus of the Eclipse at all times (as long as the area is indoor).

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    OverloadModU15 Overload
    ENERGY
    100
    KEY
    4
    Discharge
    Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
    Strength:300 / 350 / 400 / 450 (damage)
    1000 / 2000 / 3000 / 4000 (health cap)
    Duration:6 / 8 / 10 / 12 s (effect duration)
    3 / 3 / 4 / 4 s (power duration)
    Range:12 / 15 / 18 / 20 m (power range)
    4 m (ability radius)

    • Volt emits a powerful electric pulse, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 meters.
    • Tesla Coil-ed enemies will remain undamaged by Discharge for the first 4 seconds, then begin to damage themselves for 150 / 175 / 200 / 225 Electricity b Electricity damage per tick for the remaining Effect Duration or until the 1000 / 2000 / 3000 / 4000 damage cap is met. Electricity b Electricity damage ticks twice every second/once every .5 seconds.
      • Discharge damage and Health are affected by Power Strength.
      • Enemies can still receive damage from outside sources during the initial 4 seconds of Discharge.
        • Note that while damage from most sources (shooting, melee-ing, abilities, etc.) does not contribute to the Health cap, damage from nearby enemies also under the Tesla effect will. That is, enemies are more likely to reach the Health cap if they are being shocked by other nearby targets effected by Discharge.
      • Loot crates can also undergo the Tesla effect, but can only be charged once.
      • The 4 second delay of damage is not affected by Power Duration mods.
      • Volt's Passive does contribute to Discharge's total damage output. A rank-3 Discharge with max ranked Intensify and fully charged passive will deal a total of (450 × 1.3) × 7.5 + 1000 = 5387.5 damage as opposed to a total of 4387.5 damage without the passive.
    • The initial pulse of Discharge has a radius of 12 / 15 / 18 / 20 meters.
      • Arcs are not obstructed by the environment.
      • Effect Duration is affected by Power Duration, while Power Duration is not.
      • Power Range and Ability Radius are affected by Power Range.
      • Ability damage is not restricted within the Power Range. Ability Range is measured from each enemy, making it possible to damage enemies beyond the initial Power Range.
    • Casting Shock on a Tesla Coil-ed target will result in an overcharge, creating an AoE burst emitted from the target.
    • Can be used while sliding and clinging to a wall, but cannot be cast while in mid-air (e.g. jumping or executing a front flip).
    • Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
    • Cannot be recast within the first 3 / 3 / 4 / 4 seconds of a previous cast, and recasting after said duration will not refresh the effect on already affected enemies.

    Capacitance
    Main article: Capacitance

    Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by Discharge into shields, split between himself and allies. Capacitance

    • Building for Power Strength and Power Duration is the best way to get the most out of Discharge against all enemy types while also complementing Volt's other 3 abilities.
      • Against unarmored targets, Discharge will deal damage equal to the value of the Health Cap in time less than or equal to 3.33s / 5.71s / 7.5s / 8.89s regardless of Power Durations above 107%-108%, so building Power Strength as high as possible with at least said amount of Power Duration is important when dealing with high level, unarmored enemies.
      • Against armored targets, Discharge's stunlock will often last the entire Effect Duration due to the amount of damage dealt by Discharge being reduced by armor mitigation, so enemies will likely never reach the damage cap. Modding Power Duration as high as you can is important when dealing with high level, armored enemies.
    • Casting Discharge when targets are in a close proximity to one another will ensure that enemies take more damage during the 4 second delay. However, this damage will contribute towards the damage Health Cap, making it more likely enemies will be freed from the stunlock sooner.

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximized Power Duration Increases Effect Duration to 35.04 seconds.
      • Reduces the Power Range to 6.8 m and Ability Radius to 1.36 m.
      • Reduces Shields by 5%.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces Effect Duration to 4.8 seconds.
    • Maximized Power Range increases the Power Range to 50 m and Ability Radius to 10 m.
      • Reduces the Damage to 180 and Health to 1600.
    • Maximized Power Strength increases the Damage to 1390.5 and Health to 12360.
      • Increases cost to 155 energy.
      • Decreases Effect Duration to 8.7 seconds.
      • Decreases the duration of Aim Glide and Wall Latch by 5%.

    Overload, arguably, received the largest and most extensive changes out of all of Volt's abilities. Discharge has twice the damage as Overload had (450 v. 225) and a greater Effect Duration (12s v. 4s), but it also has a Health Cap (1000 / 2000 / 3000 / 4000) and no longer affects nearby electronic devices. So how does Discharge compare to Overload in terms of damage now?

    Overload's 225 pulse damage decreased with distance, was increased by body-part multipliers, and that 225 damage was not limited to one initial hit but rather proc-ed enemies every second for 3 / 3 / 4 / 4 seconds. Damage also came from surrounding electronic equipment which dealt an additional 250 damage.

    Discharge deals 450 damage, but enemies remain undamaged by Discharge for the first 4 seconds of it's Effect Duration, meaning Discharge only inflicts damage for 2 / 4 / 6 / 8 seconds rather than 6 / 8 / 10 / 12 seconds.

    So when calculating for damage without accounting for Overload's damage falloff/body-part multi. or Discharge's Tesla Coil damage from outside sources we can see that Discharge deals (450 × 8s) = 3600 damage and Overload only dealt (225 × 4s)+(250 × 4) = 1900 damage. (this math does not include many factors, but even so, Discharge deals significantly more damage)

    Discharge also seems to have greater CC abilities than Overload did, as well as having synergy with Shock (Shock cast on enemies effected by Discharge's Tesla effect will become overloaded and emit an AoE burst). To top it off, the Augment Mod Capacitance seems to be much more powerful with Discharge, even if the shield conversion was reduced from 7% to 3%.

    Passive

    Static Discharge is Volt's new Passive ability. Before the rework Volt had no passive but received this one after Update 18.13.0. Static Discharge grants Volt the ability to build up bonus damage towards his next attack through ground travel. As I'm sure you've heard before, you can think of it as shuffling on the floor with socks on to build up a static charge.

    This bonus caps at 1000 damage but can be applied to primary, secondary, melee, and an ability's damage (except Speed). Volt has to be moving and in contact with the ground or a wall while doing so in order to have bonus damage build up (Passive does work when standing still if on a moving platform such as an elevator).



    Builds/Modding?

    So how has this rework affected the player's ability to mod Volt? Well, Electric Shield's rework poses a bit of a problem - Efficiency. If Volt players ever hope to use the Current Shield then they'll need to get rid of that pesky Distance Per Energy thing by building for Efficiency. The Energy Drain Rate can easily be taken care of with Duration, so building for Power Duration kills two birds with one stone, but based on how fast Volt can move that DPE can nearly offset your reduced Energy Drain Rate.

    All in all though, building hasn't actually changed that much, which I'm thankful for. So then let's move on to how the Volt community has reacted.

    The Fans React

    If you've been following the commentary on the Volt page since the rework you could probably see there were many that were displeased by it. Major points brought up from the Warframe Wiki include:

    • Just the same old stuff about Shock as before the rework.
    • Hasten Coil being a complete nerf to Speed; allies must lose their momentum to go find the Coil, in which case almost all allies in a cell don't even go for the pickup.
    • The Drain Rate on Current Shield is too high, especially with the 1m DPE; the costs out weigh the benefits.
    • The Static Shield cast limit of 6 is also a big point in fan complaints. The limit interferes with the players' ability to defend themselves the way they used to and negatively impacts anyone in a cell. Many don't see the reasoning behind the cap.
    • Discharge really hasn't gotten all that much feedback, and the little amount it has is half negative and half positive. Mostly fans are pondering whether Discharge is a buff, nerf, or same as Overload.
    • The Passive hasn't received any complaints so far (or at least I haven't seen any).

    Through the official Warframe website's Forums you would see that the comments and threads are not so different as compared to the Wiki. Many players bring up the same points.

    Suggested Tweaks

    Shock

    • Nothing really, a small damage buff would of course be appreciated (even just from 200 to 225), but it's not entirely necessary.

    Speed

    • If Speed is now recastable while active but it only refreshes the duration, then simply put an Energy Drain on it. This would mean Speed could remain continuous without the player having to constantly recast it, and the player could also end Speed at anytime without needing to wait for Duration to time-out. Drain Rate should be 2.5s-1, which is equal to the current cost of 25 energy for 10 seconds of Speed.


    Electric Shield

    • CHOOSE ONE!! Either keep the Drain Rate, keep the DPE, or keep the 25s duration, but having all three is overkill! Having only the DPE would be best, so long as the duration and Drain Rate are taken off. If you're going to keep the Drain Rate then reduce it to 2.0s-1 which is 50 energy for 25 seconds but take off the duration and DPE. 5.0s-1 for such a tiny shield is too much, not to mention the added cost of the DPE and the fact that you can't even keep the riot shield equipped after the duration runs out (what's the point of a drain if it ends at a certain time).
    • That speed reduction needs to go as well, it defeats the whole point of having a mobile and fast frame such as Volt.
    • And why is there a cast limit of 6? Revert that back to infinite please.
    • An idea: What if there were some sort of AoE burst that happened when an Electric Shield reached its end?

    Discharge

    • Again, nothing really. But if Discharge could be cast while in air that would be great. Also, Volt should be completely invulnerable while casting Discharge, not just to knockdown and stun.

    Passive

    • This is based off of GreenMoriyama's first comment on this blog: A visual effect! Volt should have a visual effect as his Passive is active (e.g., the more bonus damage built up the more electricity surrounding him, 0 damage means zero visuals). I just think it would be a nice touch.
    • Attacking objects (storage container and such) or accidentally hitting fellow Tenno should not use up the damage from Static Discharge. It's annoying that Volt can't open storage containers or he can't attack grates at the risk of losing all built up damage from his passive.



    What Are Your Thoughts?

    Does Shock needs to be buffed or not?
     
    34
     
    61
     
    99
     
    11
     

    The poll was created at 00:49 on June 21, 2016, and so far 205 people voted.
    Do you like the added synergies between Shock and Volt's other abilities?
     
    156
     
    19
     
    16
     
    5
     

    The poll was created at 03:49 on June 21, 2016, and so far 196 people voted.
    Do you think backflipping to remove Speed's effects is a better approach than other maneuvers or the Hasten Coil?
     
    138
     
    19
     
    7
     
    6
     

    The poll was created at 05:35 on June 24, 2016, and so far 170 people voted.
    Are you happy Speed has regained its range?
     
    150
     
    16
     
    4
     
    2
     

    The poll was created at 05:34 on June 24, 2016, and so far 172 people voted.
    Do you think the Current Shield (riot shield) is too costly?
     
    197
     
    15
     
    6
     
    5
     

    The poll was created at 03:50 on June 21, 2016, and so far 223 people voted.
    Do you think the Electric Shield cast limit of 6 is unnecessary?
     
    118
     
    75
     
    14
     
    6
     

    The poll was created at 01:23 on June 21, 2016, and so far 213 people voted.
    Do you like the IDEA of the Electric Shield rework?
     
    192
     
    3
     
    2
     
    4
     

    The poll was created at 03:51 on June 21, 2016, and so far 201 people voted.
    Is Discharge better than Overload was?
     
    172
     
    7
     
    8
     
    5
     

    The poll was created at 01:23 on June 21, 2016, and so far 192 people voted.
    Is the new Health Cap mechanic a good way to manage Discharge's damage output?
     
    5
     
    30
     
    144
     
    11
     

    The poll was created at 01:55 on June 21, 2016, and so far 190 people voted.
    Do you like the new passive, Static Discharge?
     
    75
     
    115
     
    2
     
    6
     

    The poll was created at 01:55 on June 21, 2016, and so far 198 people voted.
    Should Static Discharge be buffed or not?
     
    81
     
    74
     
    35
     
    3
     

    The poll was created at 01:55 on June 21, 2016, and so far 193 people voted.
    Overall, are you happy with the rework all things considered?
     
    122
     
    59
     
    9
     
    1
     

    The poll was created at 01:55 on June 21, 2016, and so far 191 people voted.
    Has the rework encouraged you to play Volt more now?
     
    67
     
    99
     
    8
     
    10
     

    The poll was created at 01:55 on June 21, 2016, and so far 184 people voted.
    Do you agree with any of my 'Suggested Tweaks'?
     
    12
     
    120
     
    24
     
    4
     
    0
     
    11
     

    The poll was created at 01:55 on June 21, 2016, and so far 171 people voted.


    Hope this helps users share their ideas and build off of this/each other. Thanks for reading! If you have any suggestions on how to better organize this blog, or feel I've left crucial details out, feel free to comment below and tell me.

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