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Tsukinoki

Grand Master
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Everything posted by Tsukinoki

  1. And yet all you've done is complain about the randomness and pretty much nothing else. So what other conclusion can I gather from your posts when most of them boil down to "Randomness is bad and annoying, remove it" Maybe if you actually made some suggestions of "This is along the lines of what I want...." instead of just "Randomness bad, remove it" people might be able to actually draw other conclusions from your posts. As it stands all it looks like is you're yelling to remove the core pivotal feature of the mode....and that's it. Offering no compromises or anything else, just remove the core feature of the mode and call it a day! Which basically boils down to "Turn the mode into essentially a copy of Sanctuary Onslaught" If that's not what you want, then maybe you could actually expand on what you do want? Actually contribute "Here's what I think should change and potentially how...." so that people can actually draw the proper conclusions from your posts.
  2. Sure it's thematic, but it's also just annoying busywork. Right now you can grab a 4th syndicate (either Steel Meridian or Red Veil) without too much trouble. With your idea in place? Now you have to lower standing with your other syndicates to rank it up.....which just creates busywork with no real purpose other than "Hey, we decided that the player should have more on their plate to do!" And right now the game is starting to approach the "Too much to do...." spot, especially for newer players. We don't need pointless busywork added on just for the sake of it being pointless busywork. And if you're ranking up your 4th syndicate from negatives you're going to be running a lot of missions for them to get the medallions required to go from negatives to the max rank....which just means more penalties to your main syndicates, which means more busywork.
  3. The problem is your definition of "I hope they change it" is, in all actuality, "I hope they remove the anything and everything that makes the mode unique and instead just has it a normal mode like any other mission in the game with absolutely nothing to distinguish it." You just want another node on the starchart where you'll bring in the current meta flavour of the month, roflstomp the enemies without even knowing that they've spawned in, collect your rewards and leave. Because that is the only outcome from removing the randomization like you keep demanding DE do. And I have to disagree because at least Circuit has something that differentiates from normal gameplay. Where the rest of the starchart is all samey for the most part with very few exceptions, the circuit at least has something that makes it markedly different than other missions.
  4. What exactly do you mean by this? Voca are like syndicate tokens: 8 per mission all guaranteed. Do you mean a rank 5 person would have 10 voca to search the map for instead of 8? What would happen if two players of different rank were grouped up? While everyone does like additional damage I really don't think we need more. We already have the bane mods if you need additional damage. This is just powercreep for the sake of powercreep....and we need less powercreep in this game not more. And I really don't want to hear complaints starting if we get 20+% damage per syndicate and now the need to micromanage all of the syndicates to max rank and how much work that would require. And there definitely would be those complaints, especially if the damage increases are working like bane mods and applied to total damage after all other mods are considered. EDIT: Also your split of syndicates is a bit uneven. For example you side with Suda/AoH/SM, and you can have RV as well for "free" because of its relation to SM. You would have the bonuses of: %Moderate Orokin Damage, %Small Grineer & Corpus, %Moderate Corpus damage, %Small Grineer and corpus If you side with PS/NL/RV, and you have SM as well for "free" because of its relation to RV you instead have: %Moderate Grineer damage, %Moderate Orokin Damage, %Small grineer and corpus damage, %Moderate Corpus damage So one side gets access to all 3 moderate damage increases (Orokin, Grineer, and Corpus) and 1 small, and the other side gets access to 2 moderate (Orokin and Corpus) and 2 small. One side in this gets a massively better benefit than the other.... Netracells are supposed to be a sort of "endgame" activity, so reducing the difficulty seems rather counter-productive. Further to add onto this it would actually make the mode less fun, specifically with the rather common "extra eximus spawn" key which I rather enjoy (especially when double stacked or more), if that was reduced. Additional focus is of debatable desire, it's not hard to max out daily focus as is without too much time invested. As to the operator damage: Again I don't think we need more damage. Especially since operators can still reliably revive people even a ways into SP endless missions. This one seems like a rather lackluster reward....especially because it would be on a rather small deadline of "This is useful" to "This is utterly pointless....." once you get all the unique things from the shop. And that already happens fast enough as is. Making it happen faster won't really help anyone. We really don't need more necramech damage. Especially with how much damage necramechs can already pump out, especially the Arquebex. I mean even deep into endless missions the Arquebex still one-shots literally everything....so what would be the point of increasing its final damage even more? While some of your ideas here can be interesting and the core concept of giving some bonus to the factions could be good for rewarding players, we really shouldn't just be "Hey lets slap some extra damage on everything!!!!!" We already one-shot pretty much everything in the game as is, and one-shotting them 20+% harder just isn't the way to go about this. EDIT: Also to add onto this, the damage bonuses would make damage more confusing for newer players and would also make the arsenal even messier After all you would have: -This weapon does A damage to grineer, B damage to corpus, C damage to Orokin, D damage to Infested/Sentients/Narmer/The Murmur/Etc. And that would have to expand depending on new enemy factions added and such. It would also make builds and stuff more annoying to share because you would have to go "Oh yeah, because I have X, Y and Z factions maxed out I get this total damage bonus to Grineer, so if you don't have all of them maxed out then this build won't work....." And finally the damage bonuses wouldn't really be "equal" between Grineer and Corpus. After all Corpus are a lot squishier than Grineer are, even deep into the endgame. So bonus damage to corpus just really isn't good. Meanwhile Grineer are far tankier than corpus are at pretty much every level, so bonus damage against them is much better. This means that the factions that provide bonus damage to corpus basically get shafted.
  5. The only thing I see from the system you're proposing is ESO's spam prevention mechanic. E.g. some frames are going to be hit hard by this and others won't even know that the system was put in place. Further some abilities and play styles get shafted unnecessarily. For example take Mesa. You use her ult and kill the enemies around you and now you're just stuck and either left to sit in the ability and wait for enemies to come to you, OR you could disable your ability, immediately enter a 20+ second CD where you can't use her ult again, and move to where you can hit enemies but can no longer use your ult. A system like this basically says "If you don't equip the waltz augment then don't even think of using her ult." After all it doesn't matter if you spend 5 seconds or 30 seconds in her ult you have the same CD either way. Any frame with an exalted weapon would face the same issue of "Once you turn it on you're stuck with it because turning it off would be a complete waste and you would be stuck on CD for a very long time unable to activate it again." Further your point here: Just means that some frames that people already complain about sitting in their exalted weapon (Excalibur and Mesa for example) now have zero reason to ever leave their ultimate. A Mesa with Waltz in a survival mission? Literally zero reason to ever de-activate her ability as she'll keep it going literally forever by kills.... A valkyr using Hysteria? Well now you have a permanently invulnerable frame with literally zero downtime or any reason to turn off hysteria because now it's fueled by kills and will literally never end. (And I hope you mean only kills with the claws would add time....which doesn't fix the problem by any means but hey at least they couldn't use a kuva bramma to extend its duration at that point) At least in the current version of the game there would actually be downtime and a reason for that downtime where you have to de-activate your ability at some point. Beyond that you have the issue of ruining some frames for newer players while leaving them untouched essentially for vets. For example take Loki (a bit outdated but a good example). Even if his invisibilty got a 40 second CD I could still run Loki with infinite uptime without the need for orbs or anything else supporting me. Newer players though? I really hope they enjoy ducking into closets and sitting and twiddling their thumbs while waiting for the CD to eventually end. And even if you go "Oh that should have a low CD so he can use it regularly", that just makes it easier to build but vets would have 100% uptime while newer players would still have to duck into closets all the time to wait out the remaining CD. So you have a frame where the CDs actually matter and slow down your casting....until you hit a tipping point and there is literally zero downtime in their abilities. And I don't really think just going over to a CD will fix this. Because even with this system is ballistic battery ever going to be used? It is completely utterly useless and even if it cost 0 energy no one would use it. And the same could be said for a number of other abilities in the game. After all, if energy is limitless and doesn't stop you from casting then why would anyone care if an ability cost energy if it actually did something useful? This just points to the problem of casters only using one or two abilities not being because the abilities take energy, but because the other abilities literally have no use cases. You're barking up the wrong tree if you think that a CD system would suddenly have a frame use all 4 of its abilities. It wouldn't matter if they could spam some of those abilities every 3 seconds. If the ability just isn't worth using then it just isn't worth using and requires a different type of balance pass all together to actually make it useful. Because can you honestly say that even with a change like this Chroma would suddenly start using his breath ability? TL;DR? A CD system would introduce new problems and wouldn't really fix the issues that are brought up. Newer players would feel the squeeze of not being able to use their abilities as much (just like in the current energy system) Older players would have enough ways around it that they would essentially have non-stop spamming and infinite uptime on their abilities (just like in the current energy system). So what really would change with this? Outside of the potential for all sorts of new issues and bugs?
  6. When netracells were introduced if you entered the sanctum at steel path levels and did a netracell the effects from both modes would stack with each other. The steel path would add 100 more levels to the netracell enemies, so they would be levels 320-340. They would also get the steel paths additional increases to health/shields/armor and higher spawn rates. By default netracells have +100% to health and shields with +50% more for each party member. Steel path adds an additional +150% to health, armor, and shields are multiplied by 6.25. This meant that with just one person you were fighting level 320+ enemies with +300% health, +150% armor; and shields that are 7.75x normal for their level. You wouldn't get any additional benefits from doing the mission this way, or any extra rewards or anything outside of steel paths drop chance increases. Enemies were just tankier and more numerous than in any other mode. Edit: As a bit more information, SP Netracells were removed in U35.0.3 as can be seen here, relevant bit quoted here:
  7. Except that you have to realise that most players won't be putting this "universal incarnon" onto a weapon like wraith viper, or other "lower tier" gun like that. After all why would they when they could just slap it on a Kuva Bramma or other top-tier AOE meta pick instead? After all it is universal. What you're asking for here won't be used as a "feature for those seeking perfection in ordinary things", it'll be used by the vast, vast majority as a way to make their broken gear even more broken so that they can one-shot things even further past the level cap in the game. So what would be the limiting factor to prevent that? If there even was one? With limitations, such as it having to be a normal (yellow) crit. Which means crit builds can't use it, and it will generally have lower damage output than crit dedicated builds. Sure it has some uses with status builds, but it isn't a straight upgrade like you're trying to present it as. And honestly we need more viable builds for melee that aren't just "Build this as a red crit machine"
  8. There's a lot of options that can go into it to make the fight more engaging than shooting at a wall while bunny-hopping around non-stop. They could make the wall lasers mess up the attenuation for a short duration after you lure it into shooting itself. And it doesn't even need to be a complete removal of DR, just a decent lowering so that you can go "Oh, if I do this then the fight moves faster...." And it should be a somewhat "risky" tactic. Just give us some way to actually engage with the mechanic so that the fight isn't just 10 minutes of shooting the boss.
  9. Already a thing actually. Just do a slide in mid air and you can kick enemies. It knocks them down and does light damage as well. And I just have to question: What would really be the point? I mean sure, if you're doing level 5 missions you could kill things...but beyond that what would be the point of a gimmick like this?
  10. It depends on how it's handled. For example, the new super bosses damage attenuation? That is a complete fail IMHO. Largely because it doesn't offer any counter play outside of "Have the host limit their FPS to 10 or below for a fast fight" (and this seriously does work as that bosses attenuation depends on the hosts framerate), so there isn't anything to engage with outside of "This boss is a massive bullet sponge!" There are also examples of invulnerability just being a PITA, such as lech kril and having to rely on the AI doing the right move to continue the fight forward....which can be frustrating if the AI just doesn't want to cooperate. Either of them can be good or bad, it depends purely on how it's actually implemented into the game. IF they made damage attenuation where the boss didn't take 10+ minutes of shooting it, and was instead "Hey do x, y and z and you can speed up the fight by lower it's attenuation for a short time..." then it could be a really engaging type of battle. Either you slog through it the slow and simple way, or you engage with a few mechanics and take it out much faster. IF they made invulnerability phases where you had to do something to turn it off, and it wasn't just "This boss is now invulnerable for the next 30 seconds, twiddle your thumbs please" that could also be engaging. So honestly it just depends on how DE actually implements the feature, as it's not necessarily the damage reduction methods themselves but the mechanics surrounding them and how interactive they are. Anything would be boring if it was just "Here's a flat mechanic with zero ways to interact with it or impact it in any way....enjoy your bullet sponge!"
  11. It's actually worse than that. People on reddit have discovered that the bosses adaptation works based on framerate. Limit yourself to below 30 FPS and it becomes a rather fast fight. Limit yourself to below 10 FPS and its over in a few seconds. It's literally the original archon fights all over again where low framerate equals faster kills. Why am I not surprised to learn this?
  12. And then there are the people who turn off the hint messages because they get annoyed after a while, and sometimes those players forget to turn it on for new content and miss a few things. I've seen players that were killing outside the zone because they thought it was like the open world bounties that you have to kill X targets where the circle just marked high spawn areas but you could kill them anywhere and it would still count. They honestly didn't know better because they have turned off the hint messages and therefore never got the message that they had to do the killing inside the circle. Sometimes its better to just actually message the person and check on them before taking the nuclear option of forcing a host migration on the entire party because one person is doing something.
  13. To add onto this: For better or worse there are large sections of content you can just largely ignore if you don't want to play them. Most of zariman can be missed outside of the bare minimum if you don't particularly care for the rewards offered. You only need to complete the base quest to have access to the incarnon system, so outside of that you don't need to know or care how any of the related systems work. Sure you have to fight an angel once in the base quest...but that is one time only and it's easy to forget mechanics if you've only ever done it once and that was over a year ago. Same can be said about duviri and all of its mechanics. Sure various incarnon genesis things will lure players in, but some players don't care about them, and even more have all of them and no longer need to even look at duviri for anything. And how long until people forget how certain mechanics work because they just don't ever use them? You don't need to touch Mirror defense missions if you don't need citrine, so you can not know it's mechanics. And so on and so on. Just because someone is high MR or has a lot of play hours doesn't mean that they know any given mode works and the "best" way to play them. I mean just ask a lot of vets how to "best" play defection....
  14. And what? Do you want a gold star or something? Your entire point is a big complaint over nothing. What next, are you going to complain you have too many nano spores next? Or that you have too many mutagen samples and nothing to spend them on? So basically you play essentially the bare minimum and go "Yep, I have too much.....it must be the same for everyone else! I want DE to do something about this!!!!!" And again what do you expect DE to do? Hand you a gold star and pat your head? For one player to claim that they have a "bloat" and that DE must handle it now because they have too much just passes on funny and lands squarely in sad.
  15. Here's the thing: It only took us years to get to LR4 because for once simple reason: there just simply wasn't enough things to level up to get to LR4 earlier in the games lifecycle! That's it. It's not like leveling gear actually takes all that long. It's not like farming for the gear actually takes all that long either. It's not like any of the MR tests actually are that difficult. In fact the only thing which really slows down MR progression is the 24 hours between each rank-up. That's it. And that is not "years" of waiting to overcome. Citation needed. But beyond that you seem to think "MR equals skill level!" When that is simply not the truth. MR is just how many things you leveled up. That's it. A high MR doesn't mean you are skilled at the game. A high MR doesn't mean you know everything about the game (seriously the number of posts of 'I'm a player of X years and I just found this out....' should have clued you into that) Likewise: A low MR doesn't mean you lack skills. A low MR doesn't mean that you don't know 90% of the game. People will stay at a certain MR for a variety of reasons because they simply don't care enough to rank up. They don't care enough to use a ton of gear that they'll never use again just to make a number go up a bit. Because guess what? MR is largely meaningless and useless. The only thing that a high MR really helps with is standing caps. Beyond that you only ever need MR16 to unlock everything in the game. So why go higher than that MR? And even further beyond that are people that purposefully keep their MR as low as possible, sometimes even at MR0, just because they can or feel like it. Why? Why should LR be locked behind some arbitrary thing like play hours (which can also be easily abused)? Who cares if the player played 200 hours or 2000 hours. It doesn't really mean much, if anything. And beyond that you would just have players camp out in the open worlds to rack up mission hours without actually playing the game just to reach whatever arbitrary number of hours someone decides on. I know you just want to feel all special and all that...but that shouldn't have a place in games like warframe. No one cares if you played 3k-4k hours vs someone who has only played a few hundred. No one cares if you're MR10 or LR4. No one cares how you got your MR. There are good players at low MR There are bad players at high MR There are players of all skill levels at all number of hours played None of those things really matter, outside of small elitest circles trying to measure their e-peens.
  16. What bloat? And I'm am asking sincerely. Sure some people get lucky with Netracell missions and get multiple shards per week, other people get one shard from that for 5 missions and quite a lot get 0 shards from running Netracell missions. Sure you have a 35% chance to roll a shard per each run of netracell, but I have friends who went 0 for 5 last night. I feel lucky that I've gotten one shard per week from netracells so far compared to some people that statistically have gotten 0 shards so far from the new system since it does not have a pity mechanic in it. And even if there is a "bloat" DE will handle it like every other resource in the game: Completely ignore it.
  17. Ahh yes, lets make every boss a massive bullet sponge with zero mechanics! Long does not mean "challenging" or "difficult". It just means long. And with how often you have to farm bosses it would just make it a horrible slog. I mean most people wouldn't really call archons "challenging", let alone interesting/fun, they just call them bullet sponges....and you're suggesting that pretty much every single boss in the game become even worse versions of archons. And please tell me which is easier, faster, and overall better? Buffing the enemies to the power level of the strongest gear, therefore making every thing else useless and also making the best gear "worse" because now it takes longer for them to kill anything, and then go through a massive cycle of buffing every now worthless weapon. Or Nerfing the outliters of strength down a few pegs. They both arrive at the same conclusion. After all what is really different in dealing ten thousand damage to an enemy with a million HP, or dealing ten million damage to an enemy with a billion HP? Hek no. The boss is a nice thing to do once or twice. But can you imageine the slow and painful slog of fighting that boss over and over and over and over and over and over and over and over and over and over (and collecting 60 eyes each and every single time) to try to grind away for its rare rewards? It would quickly become one of the most hated things in the game. It's a fine trophy boss and nothing more, and really shouldn't be anything more.
  18. Except that at first DE was very against the idea of a forma system and wanted players to just deal with the natural polarities of a weapon as they were and make their builds fit in with them without every mod being fully leveled. The polarities (or lack thereof) was to be a limit and the initial idea was powerful gear would have few to no polarities and less powerful gear would have more. After enough feedback they decided to make forma a thing....and decided that while yes, it would allow you to make your weapons more powerful, it would also make them more limited and fit into a specific niche/build. They wanted forma to have an actual cost, and that cost is flexibility and the number of builds you can use on a weapon. Forma was never supposed to just be a "progression system for weaponry", it was a way to make your weapons specialized and more powerful but limited in what mods you could put into your weapon, with the option to undo that specialization by re-forma-ing and therefore re-leveling the equipment a few times. This was the officially stated goal of the forma system back when it was introduced into the game. I would know as I was there for that discussion. The thing I feel you're missing here is that melee is well, melee. It's harder to use, harder to hit things, adds travel time to get over to the enemies, makes you more vulnerable to enemies attacks doesn't give you the option to just instantly delete an enemy and all of their friends from across the room, and doesn't have any of the AoE options (at least not without investment of various sorts) as guns can have. And while melee does have "punch through" it's far more limited than gun punch through is and decreases your damage by a large percentage for each enemy past the first. Stances adding points to melee weapons was to make up for them being outclassed by everything else in the game in terms of range, ttk, number of enemies you can take on at once, etc. I mean it's why some stances basically are "You're neutral attacks with this weapon deal +300% damage on the first hit, +300% on the second, and then on the third hits 3 times with a 200%, 400%, and 200% modifier" Melee weapons needed that sort of buff to even be considered worth using over a gun. Ability Melee has always been in a weird place, and with weird balancing. And you have to remember that ability melee provide large benefits that normal melee cant. From essentially just being ranged guns, to adding invulnerablity, and more. But yeah, ability melee need a rebalance as a whole as to what mods they can and can't use, what warframe stats they can and can't take advantage of, and so on.
  19. And this is the exact reason for the forma and polarity system! So you can't just slap every single powerful mod onto a weapon without thinking and that you have to adjust your build over time, especially if you want to completely min-max your weapon for the highest possible whatever (damage, statuses, etc). You are experiencing exactly what the modding system is supposed to do: Make you have to make choices as to what you're going to use and give up on other options. The point of the system is that you can't just slap on every single primed mod and every other meta choice and dust off your hands and call it a day. If you're running into a capacity issue then consider your build and what you can actually use and what you might be able to give up on for a little bit more of something else. Maybe this means giving up on some status chance, maybe it means giving up on reload speed, or ammo mutation or even a base damage mod (depending on weapon and playstyle and what arcane you put into your secondary this is actually 100% viable even for high level SP missions).
  20. Oh yes, please bring up Vauban and how his alerts were so spaced out that you would be lucky to see an alert for his neuroptics once every 3 weeks on average in a given timezones "day" And if it just so happened to appear in the middle of the week while you were at school or at work? Oh well wait another 3 weeks with absolutely no other options but to sit there and twiddle your thumbs until it randomly comes back again. So yeah, you could be sitting there for a once in 3 weeks chance to get the vauban neuropitics on average, and at some times you had to wait a whopping 85 days depending on the timezone you are living in! And yes, this is from actual data, you can read how they calculated it here so don't try to come back and say I'm exaggerating how spaced out the alerts were. So yes, please tell me how Vauban was easier/better to get in the old alert system where you had to look at every single twitter notification from the warframe alerts twitter account and just hope that a Vauban piece came across at an hour when you could actually reach the computer and not when you're busy with life. The old system was utterly horrible to anyone who can't spend 24/7 at their computer ready to hop into warframe at any time.
  21. Wow. So basically your idea is "Hey, lets completely eff over people who can't grind a specific syndicate/faction for 8 hours a day every single day!" This is a stupid increase to the amount of time required to get any ranks in syndicates and with no real upside outside of the fact that "Hey, if you grind for 8 hours you might finish a single rank!!!! Then you can start on the next grind which will take even more time!" And the sheer pain that this would add into affording anything in the faction markets..... And could you imagine trying to do anything in focus with a 10x requirements for any of the nodes? Basically this would turn the entire thing into a massive insurmountable grindwall for anyone who hasn't finished the syndicates, and for the people that has it would realistically have no difference what-so-ever. I mean have you actually considered how brutal it would be to level up some of the syndicates, such as the newest one that you get 1-5k base standing from a mission, and then you have to hunt for tokens in the map? Gods this would make the new one take absolutely forever as you would need hundreds of tokens to even consider a single rank up.... I would also feel incredibly bad for the people who need to finish Vox Solaris as you would need to grind out 10x the toroids (with no chance at the crimson or lazulite) to rank up.... I mean can you honestly say you would prefer having to grind for 220 toroids for the second rank of vox solaris over the current system? And then another 440 toroids for the second rank? In total you would need 2,400 toroids just to get to rank 5. And that is without buying anything from the store...
  22. What DE has said is that founders gear isn't required to hit "the final maximum MR". For the longest time that was looking like MR 30, but here we are with the LR ranks. Founders (that have every piece of gear including the event limited and such) have nearly always been able to achieve the "latest" rank an update or at least a major revision before anyone else due to the founders gear, but everyone else catches up fairly shortly afterwards. Once we reach the "end" of the game and have a "Here is the MR cap, it won't go higher" you can rest assured that everyone will be able to reach it and founders gear won't be required for that.
  23. It's only "imba damage" against single targets....and how often do we fight single targets with larger health pools? Oh yeah, just bosses. For most of the game their damage is fairly balanced because we are fighting large groups of enemies, not single high value and high health targets. (Sure you can make it work in other situations but it requires a lot more work than other easier options so most people don't bother) And their abilities don't work on the bosses currently....and your threads entire point is to change that so that their damage does work on bosses! And again: You want to change this so that Oberon can do that to bosses! I mean it's your main threads point to make bosses vulnerable to all of these abilities! That does include oberon and Trinity and other situations!
  24. I went through the "trials"/"raids" warframe used to have. Minimum 4 player squads, maximum 8. Many, many, many, many hosts just couldn't handle the mission if the squad was above 4 people....so many infinite loading screens, so many failed host migrations, so much lost progress and lag and slowness and general horribleness even if there was only 5 people in the squad at the time. Constant desyncs that lead to constant bugs that lead to constant fixes to try to make that game mode stable and more viable before DE pulled the plug because of how many issues it was causing constantly. It sucked. And your idea basically boils down to "Lets have 5, and maybe more, people randomly connect to the host at random times for random amount of times!" I mean I can already feel the loading hitches as everything stutters for a few seconds every time one of the random observers pops into a game to see what is going on....and just hoping that it doesn't break a door locking you into a tile and unable to do anything except wait for the squad to get to the extraction and then sit there for 60 seconds.... (and news flash: These stutters and door breaks can occur in perfectly normal squads if someone joins in later than the start of the mission! So you can already experience these!)
  25. Theoretically yes. But DE is probably disabling the interactions as a "just in case we do something in the future...". After all if nothing affects power donations negative effect on yourself then they can potentially release another mod/effect in the future that increases aura effects without having to remember "Oh yeah, power donation is a thing!"
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