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(XBOX)Knight Raime

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  1. Helminth from the get go was going to be a gamble. It was never going to land on it's face perfectly because of how wild the game is for your arsenal. I'm personally of the opinion that it should've never been made as a system. Or at least helminth should've been something that created new abilities that could be used on all frames. Not take WF abilities from other frames. Regardless there is no "good" way to fix it, but I don't think that makes it badly implemented.
  2. If that's the angle the argument is from then I don't see how adding a skip option makes that worse. You have the ability to replay (afaik) the most important quests and you could push DE to simply make all quests if they have any story significance replayable. Yeah D2 is pretty inconsistent story wise. I'm still a DLC Andy and return to experience the major expansions but beyond that I cbaed to stick around from season to season. Bungie even from the Halo days has been good at world building and creating a universe you want to get stuck in. They've never had a great track record with telling a good story from start to finish. Which probably wouldn't suck so much if their DLC models were much better. But that's a different discussion for another time. This doesn't work as a counter point because WF started without a "story." Many of the oldest world building blocks have been repurposed/retconned or simply forgotten to time. People were into WF because of it's combat systems and gritty atmosphere. While some of the latter has faded over time the former has only continued to be built upon. I don't doubt that there are some story Stans that are super invested into it. But at the end of the day you play WF because you enjoy tinkering with the robust systems. The actual difference between FF14 and WF is that FF14 needs it's world and it's immersive elements because the gameplay itself does not hold up due to a lack of variety in actual combat. WF on the other hand can create entirely different experiences using the same stock loadouts. Not even considering crafted weapons, Subsuming, Operators, etc. Gameplay is king and it's what carries WF and always will.
  3. Bro. There is nothing they miss out on because DE does not remove content. You're not stating anything obviously. You're just making stuff up.
  4. New players are already lost and confused. The game does not do a good job with the onboarding experience despite the devs efforts to do so. They can simply make tutorials in a different way. Of what you mentioned the game already doesn't ask you to use pretty much any of that consistently except for Operators. To me it's simply a waste of time to force people to build these one off Arsenal pieces if the game isn't going to loop in their uses often. That's narrowminded of you. Not everyone plays games to be immersed in story or it's world. Some people purely play for gameplay. WF being as incredibly diverse with it's modding system (added onto via operators and the subsume system) that's more than enough reason to want to play. WF didn't have a story to begin with and it's barely walking now in terms of it. WF is not a story driven action RPG. it's action combat first and people should have the option to get to that and where it's at it's best as soon as possible. It really doesn't. FF14 is well known for how good it's story arcs are and new players are not forced to go through all of it in order to play with others. No one thinks less of FF14 for having this option and it's pretty standard for most "mmo" like games. So your telling me that you only play WF for quests whenever DE adds them? You're telling me that the whole build crafting that WF is known for and loved for by many isn't a reason to keep playing? It doesn't matter what DE gives the players to be able to start playing with their friends. There's zero chance it will be anywhere comparable to a vets stacked available resources. They will not have a fraction of what is possible to do in this game. Because having options is a good thing. Forcing someone to playthrough something they have no interest in doesn't respect the work the devs put into it either. What a weird angle to argue from. Not everyone plays for story. I certainly don't. WF's attempt at a cohesive narrative has some decent highs but it's not at all why I'd return to or recommend the game to others. The robust systems that allow you to slurry hordes of enemies in every possible fashion you can think of is the selling point that I'd use. Cool, not everyone has that same mindset. Respect that others have different reasons for playing a game you're both interested in and don't gate keep it. I don't know what kind of mental gymnastics you have to do to think having an option to skip is FOMO. It's not like this is Destiny where they regularly remove content for you to play. The rest of your post is just headcannon with no actual defensible/arguable points. While I'd certainly rather the devs spend resources into developing a better onboarding system that actually strings the game into something even slightly cohesive that doesn't devolve into spending time waiting for stuff to build so you can go continue the other thing and get on to more story I also recognize that's probably pretty hard to do given what WF is. I mean Destiny has a MUCH better narrative in terms of structure and pacing (they just drop the ball at telling actual stories with ends,) and this is something D2 struggles to do. They also cannot make a good onboard experience and trying to catch up to relevant stuff even when streamlined can be a tall ask. So they are also offering pay to skip options so to speak. I think WF offering an option makes just as much sense. The only negative take on it is DE is "asking for more money." Which like, fine...But DE has done far worse than this. At least this option is not at all intrusive and WF for the most part is still very F2P friendly. Certainly much better than most other games that can be comparable.
  5. I try not to think about Valkyr. Game feels more fun when I do like the devs do and ignore her existence.
  6. This is my main issue. I will miss puddle but I wouldn't have minded so much if it was replaced with something a lot more cool/fun to use. Plunder is basically just a stat stick which Hydroid's whole rework can be summed up as. When someone hands you something that you have issues with it doesn't matter if there's some good in there. You're not obligated to enjoy it or accept it. The idea that someone should be grateful over such a situation is just peak old parenting. Stop simping for companies. It's only going to work because his Corrosive is better than standard Corrosive. Regardless it's a very weird play to make the frame who's always been known for CC with water to become a weapon element dispenser based off of a singular mod. Plunder's armor portion is the exact same thing as Atlas's passive and we already know that doesn't make Atlas a tank. Hydroid has much less armor even in his prime compared to base Atlas. It's not going to make his survivability that much better. if I was looking for armor strip there would be better frames, especially total defense strips. Having all of these effects rolled into one ability doesn't change that it's a boring ability that doesn't make up for the actual gameplay that's being removed. If I was looking for suspend to set up for kills there are better frames for that. I don't think they did anything to improve his 1's targeting. All they did was remove the charge to have it be base max range cast. Which isn't as big of an improvement as you'd think Isn't an argument/debatable point. The problem isn't that Plunder isn't a functional/useful ability. It's that it's boring and doesn't look fun to interact with. Not to mention it doesn't at all fit Hydroid beyond the name alone. It's a clear case of functional>flavor. Just actually making stuff up. You could puddle to cut off choke points/cover objectives. You could steal enemies into your puddle and then corrosive barrage yourself or cast your 4 to suspend your specific enemies. It was also just stupid fun to be a sentient puddle that could tackle enemies with surge and drown them for a bit. Or splashing myself on allies to heal them a bit. It wasn't a garbage ability, you just didn't like it. Puddle could've been folded into surge and he still could've gotten your boring stat stick ability for his new third. No one is missing it for it's afk potential nor was that a reason DE sited for it's removal. Why even comment on such topics if you're just going to actually ignore the feedback people are giving. I'm glad you like his new direction. Let us who don't talk about why. And they could've made an effort to try and make Puddle a better ability that would satisfy all the meta chasers. Instead they chose to alienate those of us who liked puddle and what you could do with it. I mean that's just wrong, unless your definition of defending was just creating a 3d space that prevents enemies from shooting inside. But that's oddly specific and incredibly limiting for no real reason. You'd catch so many other CC tools in the wrong for that. The damage could've easily been changed to percent based if that's what DE wanted out of the ability. But like many other abilities in the game I don't think the fact that damage is present on the ability means it was meant for killing. Also even though DE removed the ability to insta kill with corrosive puddle it was still a useful combo. That just sounds like you're basing something's ability to be useful based off of killing. That's not the only reason an ability could be good/useful. That's not the gameplay I was looking for in Hydroid. You're just misunderstanding the issue here. The push back against Hydroid's rework isn't based on functionality or viability. It's that they're changing Hydroid into something that isn't really recognizable or fun for us. It's a classic case of making something viable at the cost of making it less unique/interesting.
  7. Unless I misunderstood something the plunder armor steal is quite literally just Atlas's passive. But instead of having to pick up rocks you just steal from enemies. If that's really the case then we already know how pointless that is. As it barely does anything for Atlas and he's already much more tanky compared to Hydroid. Atlas's main survival comes from petrifying everything followed by rock slide's invulnerability period which can be abused. Plunder really just feels like a rush job since they wanted to remove puddle but couldn't think of something better to replace it with.
  8. Yep that's the statement. I am aware of how statistics work. My point wasn't that the player count for the rework wouldn't increase. My point was that the devs don't rework frames specifically to push people who weren't interested initially to play them. I assumed this based off of Pablo's statement. So with that in mind my conclusion was that reworks are "typically" meant to give love to the people that already enjoy the WF. To which I don't think this rework does that well. I am one of his fans. I argue against the relevancy comment because what is "relevant" is unique to the player. As I have mentioned here and elsewhere his rework does not fundamentally change his gameplay unless you played into puddle gameplay. The devs did not replace puddle with anything new mechanic wise for Hydroid to do. You can call him a corrosive bot and frankly why would I bother with that when corrosive isn't hard to mod into basically anywhere else? Not to mention total defense strip abilities exist. If Hydroid could actually do that THEN maybe I could see people bothering with him. My problem isn't really "grr they took me puddle" even though I adored the ability. My gripe is that what they removed (which i remind you was an actual mechanical gameplay loop) was effectively replaced with a boring stat stick ability that is functionally worse than many other frames out there. What was taken was not adequately compensated for. So the rework is a dud in my eyes. I'm not sure what kind of response you are expecting with this sort of reply. There's nothing to actually discuss here. You might as well be pulling "well that's just my opinion" card in an argument/debate.
  9. Hydroid was all about violently sloshing enemies around and dragging them into the deep. He does none of that now with his kit and has been remade into a corrosive bot. One is undoubtably more functional than the other, but that doesn't mean it was a wholistically good change. Minimizing the discontent of the people who actually care about the frame doesn't really make your argument better nor do you any favors. Hasn't been the case for literally any other old frame that got reworked and there were better reworks compared to his. Hydroid won't be breaking that tradition.
  10. I CBAED to comment on everything from the stream since it was a long one but I'll just skim and put my thoughts below: Hydroid rework: Since this is the thing I was most curious about I will comment on each thing briefly as I read over them on the workshop. Passive change: overall I'm okay with a new passive because his old one had no real usage or value. That being said if they were going with the idea on soaking an enemy I wish it buffed more than just corrosive. Overall good change. Charge mechanics: I enjoyed being able to control the size of my CC areas to fit my needs. But admittingly that's very niche. So making them just be max charge is fine. Tempest Barrage: On one hand I liked being able to use it to floor mat the enemies immediately threatening me. But the game has changed so much over time which when combined with the rng nature of the ability makes this not really reliable. So making it do a stagger instead of a ragdoll is fine. Tidal surge: Nothing to say here really. Good changes. Tentacle swarm: Same as above. it's a decent change, no real discussion needed. Finally we get to Puddle, saved this last because it's the biggest issue I have with the rework. Their reasonings for it's removal are just bad. Straight goofball wack-a-do nonsense. "Undertow is an ability which we feel makes Hydroid a bit less fun to play as, or play with." I don't know where they got the idea that Puddle made Hydroid less fun to play as. You could freely ignore the ability if you didn't like it. Removing it alienates the people who DID have fun with it. You know what I find unfun when playing with others? People playing room wiping frames preventing me from interacting with enemies. What If I get annoyed by people teleport switching me with Loki? Should you remove that too? Ugh. "It forces the player to be stationary, while many objectives rely on regular movement." Did DE forget you can cast Tidal surge in Puddle? Hell the devs could've used this opportunity with the newly buffed Surge to make the interaction between the two better. Also like, maybe just don't bring Hydroid to a mobile objective mode? That's like saying Frost needs to have his bubble turn into being mobile because of moving objectives, or you took him into exterminate. "It absorbs enemies without instantly killing them, which can lead to instances of hiding enemies that a teammate was trying to kill." Then just make it do % based damage so the enemies bleed out faster. You did the same thing with Grendel. Overall DE has zero rational reasoning for removing Puddle other than just wanting to change him. Which I'm not unreasonable. If they replaced it with something much more fun or unique or whatever I could be on board. But what did we get? "Plunder." Which is just a boring multi step armor strip (not even a full defense strip) that gives a weapon damage buff and Atlas's passive. This ability is not at all exciting nor does it even add anything unique to Hydroid. When you remove an ability or significantly change one on a WF it SHOULD be the focus of the rework to justify making such a drastic change. Plunder is not that. Nor do I see anyone going to Hydroid specifically for the ability. I don't imagine anyone who actually enjoyed Hydroid was looking for anything like this either. Companion rework: Mostly good changes here. Though I don't like that their choice to the interesting heal interactions was just to remove them. Though given how long this rework had been teased and probably restarted I guess it's fine if it means it gets it out the door. Accessibility+UI: The highlight system is definitely appreciated, no complaints with it so far. Same with the conservation changes. Was probably my second favorite activity in open world next to fishing. So anything to make that easier to interact with and less of a hassle I'm for. The auto melee system is interesting, I don't have anything against it, but I do wish they would make melee combos in general more interesting. The perfect attack system they hinted at has piqued my interest. Finally I'm pretty interested in seeing how they manage the buff stuff. Lately it seems like most games struggle with making this part of UI decent. QOL: Focus lens buffs are good. Focus should not be hard to farm up given how important the system is. The shield gating changes was bound to happen and at least on paper sounds completely reasonable. We'll have to see how it plays out in practice to see if number tweaks will need to be made but overall It looks acceptable. I find it very interesting the amount of hoops the devs had to jump through to make their stats more readable. Overall I don't think I have an issue with what's being done here. Archon hunts mechanic I still inherently disagree with and the changes aren't removing it so It's not relevant to me. Dagath: Design wise she looks pretty uninspired, but WF hasn't really been doing great in it's WF designs or primes lately so it's whatever. Her passive being essentially arcane energize but for health as well is pretty decent. Her 1 just looks like a better version of Yarlie's blades which is just funny to me. But yeah, solid ability. Doom seems weird since it doesn't seem to do anything on it's own (unless I missed something.) Seems like it only exists to buff her other abilities. Which....ehhhh? Grave spirit would've been cool if we didn't already have other abilities that play around dodging death. Finally her ultimate, it's cool. That's basically it. Maybe I'm too harsh on the devs but it feels like post Gauss/Grendel they've really dropped the ball on making good WF's.
  11. Couldn't have put it better myself. The rework stripped his identity. Like all of the changes he got minus removing the puddle would've been good enough. Personally I liked being able to control the area of effect mid mission with both skills. That being said I do not think removing the charge aspect for just more consistent abilities is that much of a loss to me. So I'm indifferent about it. I find those to be poor reasons to remove something. Old WF design didn't cram 4 abilities into a kit to be some what linked to each other. They could operate independently. I have nothing against WF's current design direction but I really dislike that it's made people think 4 abilities need to fit together in some capacity. Puddle being stationary didn't take away from Surge especially when you could use it in puddle to re position. His 4 might already CC enemies but so did the rest of his kit. Also I enjoyed being able to select which targets I wanted to lock down with Puddle tentacle grabbing. His 4 to me was always a last line of defense on pods or a thing to drop in one choke point while I was elsewhere with puddle. I never once looked at his 4 as my primary method of controlling enemies. Folding in corrosive damage is nice I guess. But I honestly CBAED to care about elemental themed WF's until the mod system changes. It's just too easy to build for everything you already want anyway that making your frame specialize in one type of damage isn't really build crafting. His 3rd ability seems insanely rushed and boring. Sure "stealing" fits with the pirate theme. But the armor system looks to basically just be Atlas at home which isn't a good thing. In general it's not Hydroid anymore. He was stripped of the character he had for the sake of being streamlined. Even if we set aside my glaringly obvious bias about the rework there's nothing in the rework that makes someone who already wasn't interested in him want to pick him up. His kit doesn't offer any new mechanics, his gameplay is basically the same but smoother, and the new ability isn't flashy or anything. We already know the devs purposefully don't do reworks often because regardless of quality it doesn't seem to push usage stats. So if the rework wasn't done to push new people to picking him up it must've been to make those who actually like the WF want to use him more. To which the jury is still out, but I'm going to say it won't. Exactly. He would've been fine with some QoL. This could hardly be called a rework to begin with as the gameplay for Hydroid is still the same for a majority of the people who touched him. All they really did was remove the loop around puddle since puddle is now gone. It's insanely easy to farm trash tier content. Devs didn't rework either frame to deal with afking. Hydroid has a very small community. Putting faith in majority reaction is yikes. Hydroid will continue to be barely used because Hydroid's issue was never viability. People didn't enjoy his gameplay loop. All the devs did was remove the loop. So now you just have a walking shell of the frame that doesn't do anything new or offer any new and interesting gameplay. No one is going to go pick up Hydroid because his 4 no longer rag dolls enemies repeatedly. No one is going to go pick up hydroid because he does more corrosive damage. No one is going to go pick up Hydroid because he has Atlas's armor passive. The rework wasn't for people to pick him up. It was to make him better for Hydroid fans and they fail to do that in my opinion.
  12. Yeah of all the goofball things that surrounds this situation I find this one to be the most peculiar. Whenever I hear discussions in other GAAS games specifically with premium currency WF is always brought up as an example of a good system with it. Yet the introduction and now further inclusion of a second premium currency that directly competes with platinum in many areas seems to be at odds with how WF has always been. It boggles the mind that a company would consider hurting one of the objectively good things about their game especially when so many people use it as what is essentially free advertising for DE.
  13. Yeah I think the main take away for DE should really be that the community just wants more options for purchasing. FOMO will forever be an on going discussion as long as GAAS is being made by most companies. In this case I don't think FOMO is the main issue and more it's adding pressure to the lack of options that exist for people who actually want to support DE still. Of course I could be totally wrong though.
  14. While this change does add more statistical value to the packs (strictly speaking when it comes to RA and Plat) this wasn't the major concern nor ask. The primary issue I am seeing being discussed is the FOMO tied to it. I don't/didn't think you guys would go back on this but perhaps you could find a way to explain why you're taking a limited time route with it. People have been comparing it to founders/calling it founders 2. The other issue is that many people (myself included) do not wish to have Regal Aya in the bundles. There could be a whole separate discussion tied to that for sure, but the primary reason for this ask is because some people would like a cheaper option to have the skin(s) and new cosmetic. If I understand the post here it seems like the primary concern was to not take away value from people who've already bought the packs. If that is correct than similarly to how increasing the plat gotten does not shift the value then neither would offering a different bundle that has no Aya. Or even just allowing direct purchases instead of bundles. Hopefully the discussion about these cosmetics is still open for more changes.
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