Huh. Well… I’ve always been overly critical of a frame’s kit pre-release when in most cases they turned out fine so I guess I’ll hold my tongue for the time being, but I’m really not a fan of Kullervo’s kit. I guess maybe you could have some sort of semi quadratic scaling on with his 3 whenever you pair it with his 2 or 4, and that’s where the DAMAGE in his kit comes from? Hm. We’ll see.
I’m actually pretty excited for his kit. He’s gonna have some dumb helminth combos with grouping abilities, MfD, Kittag, and possibly Prisma Obex with either Vaz or one of the ragdoll grouping helminths.
Given how strong melee Decrees are he’s also going to be a really good roll for Circuit. Especially if Ukko is coded as a projectile ability and benefits from the damage-per-Decree Intrinsic. Even outside Circuit, projectile abilities have some really dumb scaling gimmicks like Nourish, Arcane Arachne, and vig swap.
Definitely going to be playing with him a lot. I agree his kit looks kinda meh at first glance, but the more I’ve thought about it the more curious I get.
Both his 1 and 3 scale based on weapons, so as long as they don’t have any obvious problems (like a short range/duration on the 3) they should be good. 2 is survivability, which is nice, and his 4 will probably end up as a helminth slot (a la Sol Gate, Danse Macabre, and the other poorly scaling ‘ultimate abilities’ that frames get.)
The passive will probably end up being strong, given that Voruna’s version caps out heavy attack efficiency, so this will probably do the same.
Overall I don’t think he’ll set the world on fire, but he seems to have a pretty solid game plan. And maybe his 4 will surprise us by scaling very well.
We’ll have to wait and see the numbers. I predict his 2 will be pretty bad at keeping him alive in Steel Path, but it could go the other way potentially. The text descriptions aren’t exactly detailed, and even if we knew exactly how each ability worked numbers matter a lot.
That’s true. Although on the bright side, numbers are easy to tune later. (As long as they remember to change them…)
The fact that Yareli continued to get changes (rather sporadically, but still) to her base kit so long after release is an honest to god miracle, and I really wish it happened more often rather than just having frames be left to rot until, at best, they get a bandaid augment (or two. Hi Frost!). Wonder if it has something to do with her presumed appeal to newer players, maybe? According to the official 2022 stats, Yareli’s most popular with players between Mr 4 to 8.
As far as recent frames go, Gyre got an augment, Voruna got a few changes, including buffs to her 4 and usability fixes to her 1, and Caliban got a few bug fixes and QoL on his 4, but nothing major.
I’m hoping that Kullervo being tied to the new player experience via Duviri means he’ll get a similar amount of love and care as Excalibur, Mag, Volt, and Rhino, the other first few frames that people can access. I doubt he’ll get that much attention, but it’d be nice.
Yeah, that’s what I mean. Yareli got changes to her -base- kit several times. The first of which a few months later, and the second was over a year post launch (Yareli’s almost two years old by the way. Time flies), and the third was back in Citrine’s last wish. Caliban got some small tweaks a few days after his release, and nothing ever since apart from very minor bugfixes. Gyre had to wait until Cathode Current to finally give her just the little bump she needed to become really good again, you get the idea. Very rarely do we ever see base kit changes after the first week or so of a frame’s release, I’m not expecting things on the tier of Wukong’s rework or even Zephyr, but, y’know, even if it was just a basic Garuda-tier change or Harrow Prime level outright buff, a lot of frames would really appreciate it.
Regarding Kullervo, yeah, I’m hoping he gets a decent amount of love post release especially since (depending on how much of a PITA he is to farm) he could be the Duviri-path version of a new player’s Rhino. Super-early game players will probably need Hunter Adrenaline at some point, but, eh, should work okay.
I think Kullervo is most likely to follow Garuda’s path. Just like Garuda, his kit could conceptually work, it just needs good execution. Garuda eventually got there with a set of well-thought-out changes and decent augments, hopefully Kullervo can too.
Or maybe it’ll turn out that his 4 does infinitely scaling slash procs, or something similarly insane, and he won’t need any changes. Who knows
the example cursed decree shown is -armor +damage. . . i just. . .the present decrees are heavily weighted in favor of +damage and with even low investment in intrinsics give passive damage anyway. . what the decrees are missing is survivability boosting effects
Kullervo looks solid on paper
His 1st skill mentions being a heavy attack, wonder if it will be a pseudo exalted that is affected by heavy attack mods
I’m expecting him to grab a few of his daggers to do a melee attack with them.
Neat, wish they had included a few more blurbs on what else is coming just to give people more of a sense of what else is coming with it.
LR3 here I come!
I’m looking forward to the patch notes. I wonder if the Incarnon issues will be fixed.
Kit looks great. 2 is the easy pivot point for survival Helminths. 3 looks absolutely incredible, especially if it’s an ongoing curse rather than a one-and-done style like MfD. Be interesting to see how his 4 scales off duration.
Honestly, melee crowd control is a cool idea, and being able to spread heavy attack nukes around makes me a little bit Tyl Regor. My one nitpick is that a CC buff on a heavy attack frame is very… wut. Why not CD? Melee always needs more CD.
I’m hoping it ends up being an additive CC buff like Arcane Avenger, which would help make more obscure melees viable on him.
Caustacyst meta let’s gooooooo!
man I hope they drop cross save soon… hopefully at tennocon but maybe earlier
Ohh, I didn’t realize that Kullervo’s Hold is a time limited event. Have they said before how long it’s gonna go up or if it’s going to repeat?
Looking forward to getting new reasons to go back to duviri, I do like the new content but it felt kinda lacking when it comes to rewards. Hopefully this improves it a bit.
The hold is limited to certain spirals, but the event makes it so it will be available for all of them.
The event will last 2 weeks. It guarantees that the island will spawn,as it is normally locked to certain spirals.
I’m not sure it’s an actual time-limited event, like the previous Operations.
I believe they mentioned in the devstream that the lost island would only be around during certain spirals, so hopefully that’s what they mean. If it’s a real limited time event, I don’t think they said how long.
As others might have explained, the “event” which lasts a couple weeks will grant access to the Kullervo prison island regardless of the current spiral. After the event is over, and on normal runs, the hold will only show up on certain spirals and not others, similar to Archarbor
AAAAAAAAAH I’M FALLING OUT OF A PLANE!!!