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(PSN)XxDarkyanxX

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Everything posted by (PSN)XxDarkyanxX

  1. After 2 years of avoiding void sling, I can safely say I want neither of them. Void slings sells itself as a more controllable and less chaotic void dash, but fails in every aspect of it because of gravity. Take the most obvious contender for this : The void angel fight. Trying to hit moving orbs with travel time while falling downward with limited energy simply never worked, it never got better, I still see a majority of people just dropping like flies as soon as the orbs spawn. And that's a boss fight that mecanically was designed with void sling in mind. Nevermind all of the tilesets that have tiny holes which need precise aiming, which you'll most likely fail and bonk your head into because you had to Double sling upward to reach it. (Looking at you entrati tall room) As for the previous void dash I never liked it, it was lazy. You either abused AoE operator passives by spamming back and forth in a room, or you used it as an archwing to travel. I am one to think Aim glide, slide and a controllable bullet jump are things that simply cannot be removed from gameplay. The kahl gameplay using jetpacks felt horrible Operator void slinging feels horrible Atlas's rumbler augment is an absolute joke (literally) I understand the need to make operators different from warframes but to me, gameplay-wise, it just feels like I'm crippling myself on purpose whenever I click on drifter.
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