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moondog548

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Posts posted by moondog548

  1. 8 hours ago, Titan8888 said:

    Hi 

    Kind of newish to Warframe and loving the game and vast amount of different things to do. 

    I guess the piece I struggle with most is modding Warframe and adding forma. I find it difficult to plan out builds and would be amazing if something like that was possible from your companion app but imagine that would be a really big update. 

    One hopefully minor change that would help. when you forma the current equipped mods just fade to show they are disabled rather than completely clearing off so you don't lose your current build and as you level back up they become reenabled. That way I can passive play while it levels back up rather than the tedious task of re-leveling

    Good QOL suggestions! And welcome.

  2. On 2024-04-20 at 12:05 AM, Armadillidium_vulgare said:

    Did you seriously never notice the LOS issues with Ember? She's notorious for her prior LOS issues. Baruuk's Lull? Mirage and her Prism? Hell, Mesa, even, since she only shoots at center mass? Just because you weren't paying attention or affected by the issues doesn't mean they didn't exist. People complained, you just never noticed.

    For example: Ah yes, LOS! (Link: https://imgur.com/a/BRrznCl) I clearly can't see that Exo Gokstad Officer at all! Srsly though, I don't want her to be able to headshot, I just want her able to hit things that she can see. hopefully she's on the LOS update list.

    You're attributing intent where there was none. They didn't make Dante's LOS bad intentionally, and that much is obvious. Pablo even came out and apologized for it, as did Steve and Reb.

    The root problem was that Dante's nuke being non-LOS and with a massive AOE that detonates and multiplies all heat/slash/toxin procs (not just his own). He was demonstrably able to outdamage and outkill Saryns and Octavias. They had to cap his damage at 1 billion because it was causing issues, for crying out loud. It sucked, but DE had a couple of options to balance him without touching his strength/how his abilities functioned: they could nerf the range (outcry), nerf the strength (more outcry), or nerf it using some other factor (let's be honest, there was always gonna be outcry). After the nerf, they recognized that in its current state the LOS system was insufficient; they heard us complaining, and rather than say, "Tough luck, you can solve Brozime's Notorious Issue by jumping," they've knuckled down and started rolling out LOS improvements to Dante and other frames.

    Hypothetical time!
    Suppose DE releases a frame that can, with one press of a button, instantly kill every single enemy in a 70 meter radius, regardless of their level. Should DE just live with the broken OP frame, or are they in their rights to change it, regardless of how loudly people complain? Players can ask for DE to leave the frame untouched, but if it's causing issues (which sometimes we as players are not privy to or particularly good at identifying from a development perspective) they are well within their right to change it. People constantly complain about power creep and how new frames and weapons and mods trivialize even the most difficult content, but when DE does the difficult thing and reduces our power fantasy, people complain more. They were in a solidly no-win situation, and I'm glad they did the difficult thing, rather than the easy thing.

    Bearing all this in mind, I agree. The state of Dante's LOS was terrible, and it's to this which DE is referring when they say they're listening to players. The course of action was already determined because he was going to get a nerf one way or another (LOS or range being the two most likely options), but when players raised the issues encountered with how badly his LOS worked, DE listened and worked to fix it. Further, they're implementing improvements to LOS on other older/clunky/outdated/buggy/inconsistent abilities and frames.

    But you do highlight an important issue: When people say "DE isn't listening!" what they typically mean is "DE isn't doing what I want!"

    I completely agree that he was broken OP on release. His range was too high, his overguard generation renders numerous other support frames obsolete, and his damage output was greater than even Saryn (and still can be in ideal setups). That was a colossal screwup on DE's part, I think we can all see that. However, they couldn't just ignore the fact that this new frame was able to outperform Saryn and Octavia, the OP killer queens by whom tier lists are benchmarked. I think it's entirely fair to interrogate why it happened in the first place, but I think we can agree that after his release something needed to be done.

    So, to borrow from another post I made on the subject:

    Those were, roughly, DE's options at the time, and I think they went with the best option in how they went about it, but that's just me. Could they have dropped his base range, or nerfed his damage? Sure, but I think either of those two options would have hurt a lot more than what we got, which is improvements to the LOS system across the board in addition to formalizing the status damage on his birds. The LOS restriction functionally reduced his range without requiring us to compensate with more range mods.

    Annnnd you've lost me. Don't get me wrong: I completely and entirely agree his massive range was an issue, or at least part of the issue. But... it was a "planted problem"? Do you honestly think that DE designed Dante, showed him off, and got us excited to intentionally pull the rug out from under us? For what reason? Laughs? Are they twirling their Movember Mustaches and delighting in our suffering? For goodness's sake, they are people. They came out and apologized for the botched rollouts and explained why. They obviously know what an uproar this is causing, and you're trying to tell me that they... what? Just did it for a lark? Or was it part of some shadowy conspiracy to improve the rest of the LOS system? That doesn't make any sense. If that's the case, why didn't they just come out and say "We're changing all of these LOS abilities to be less bad because we are evil muwhahahaha" and skip the uproar and bad PR?

    Occam's razor applies:

    They screwed up.

    That's it. That's the whole story. They didn't do it to mess with us, they didn't do it because they're evil, they didn't do it because they wanted to trick people out of their money, they didn't do it as some shadowy conspiracy to modernize the entire LOS system; they simply screwed up. I'll be honest, I'm not sure what their testing process is, but I wouldn't be surprised if the issues with Dante weren't made clearer when the additional usage statistics started rolling in. It probably doesn't help that the usual suspects were screaming about how "insanely strong OP level-cap gamer broken nuke new meta frame Dante (not clickbait this time I swear!)" was on release.

    Screwups happen. It's not the first time something was broken OP on release, or simply flat-out broken, and it won't be the last time, either. That's how things sometimes go with live service titles. Sometimes you get a release like Citrine, where aside from some minor bugs/issues she's well-regarded and in a pretty good place. Other times you get a release like Styanax, where his farm sucks so much they give him out for free, and he's so strong that they have to nerf him. Sometimes you get cool new arcanes that have insane interactions that require nerfs (that is, fixing) like Mirage or Yareli's interactions with Melee Influence.

    DE did not go into the release of Dante Unbound with the goal of nerfing Dante, and claiming otherwise doesn't make any sense. They got locked into this position by releasing him in an OP state, and regardless of how it got past testing, it did. And here we are. I completely agree that the screwup sucked. In fact, the screwup sucked for everyone involved, not just players, but I understand that sympathy for the devil tends to be poorly received around here.

    Honestly, if people are so determined to break the game and screw with the way Warframe is intended to work, that's on them. If your machine isn't strong enough to run Warframe and it's causing issues with low framerates that exacerbate otherwise nonissues in the game's systems, that's one thing. I think it should be fixed if possible. However, if people are intentionally reducing their FPS to circumvent and exploit certain mechanics, that's another. Hopefully DE can close those loopholes and that will come as the improved LOS system is refined, but I don't expect that catering to an issue wherein a small minority of people are exploiting how the game works rather than working on larger fixes is a huge priority (or maybe it is? DE has more info than either of us). I guess we'll have to wait and see.

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    Wait, Protea has damage falloff? When did that happen?

    Yes, and between the two most likely options (LOS or a range nerf) it's the one that they decided on. Adding a LOS check is pretty basic, and I don't think DE expected it to be as broken on rollout as it was. It's not like LOS checks are all that new, after all. The fact that the LOS was as terrible as it was prompted them to look at other LOS checks, in part due to feedback. I mean, come on. I think that right now it's in a good place, and where it's not in a good place they're continuing to receive feedback and work on fixes.

    While your suggestions are neat, I expect they'd require more coding time in the case of the damage falloff on a detonator (reduce multiplier by distance? Could be cool). More importantly, I don't think that they'd want to drastically change what his abilities do so soon after release. Restrict what targets his ability affects by way of range or LOS, sure, but there's a far cry between changing the range or LOS checks on an ability and changing what that ability does.

    DE didn't go into the LOS changes for Dante expecting that they'd need to implement sweeping improvements. It wasn't a decision between reworking the whole of LOS and reducing Dante's range; it was a decision between adding a LOS restriction and reducing Dante's range. Slapping a LOS check on Dante was supposed to be the end of it, not prompt an entire series of LOS improvements and changes. But Dante showed the issues with the LOS system, so now we're all getting the improved versions, which I think is the best outcome.

    From the horse's mouth:

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    Here's the bottom line: No matter what DE chose to do, they were already in a lose-lose situation because they released him in his OP state. They were going to eat crow no matter what happened. I have no doubt that if they chose to nerf his damage and the multiplier, the same people currently complaining about his LOS restriction would have been screeching that they'd ruined his nuke and that they should have reduced its range instead. If they'd reduced his range, they would have complained that he was now unuseable and that they should have reduced his power slightly. Or introduced LOS restrictions but keep the range, etc. etc.

    Instead, they compromised. The LOS change functionally reduced his range to the area of a room, barring enemies he can't see; the massive AOE is no longer an issue, since now its restricted to the tile/room you're in, and to enemies you can see. With proper knowledge of positioning and awareness of LOS to enemies, he's still incredibly capable, and able to pump out ridiculous amounts of damage in a massive area. They raised the skill floor, and that's the kind of change I think is good, even if it doesn't cater to the lowest common denominator in the same way as a 70 meter AOE with no need to think about whether or not you can see an enemy.

    Again, just because you haven't been paying attention to the people raising issues with the old LOS system doesn't mean they didn't exist. People have been asking for LOS improvements across various abilities for years now. Dante's release and subsequent changes highlighted in stark 4k the issues and limitations of LOS as it was, and DE is taking the opportunity to implement improvements and LOS fixes across the board, rather than one slow fix at a time. Does that mean the transition will be perfect? Obviously not, which is why whenever something is found to be broken you'll see people in these threads and others reporting issues and bugs. Does that mean DE isn't taking advantage of the Dante situation to fix these issues and generate some goodwill? Of course not! But just because they're choosing to do this now doesn't mean it's not a good thing that they're doing it.

    The new LOS system has this. In fact, it's even more generous than the old system, in case you hadn't noticed or never bothered to test anything yourself. As demonstrated here with Pillage, credit to user Arbitrary for this one. Pay close attention to the little armor icon on the right side of the Corrupted Heavy Gunner's health bar and where Arbitrary is standing when it changes.

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    If you're not sure, why are you complaining about it? Are you here to contribute, or just to rage in ignorance because DE isn't doing what you want? Have you seriously not tested any of this for yourself?

    I don't think the LOS improvements are sleazy. Yes, it sucks that this is what it took for them to realize that LOS wasn't in a great place, but I appreciate that they're working on the flawed system and rather than just applying the fixes to Dante they're providing us with improvements across the board. That Dante was the catalyst doesn't change the fact that when we said the LOS checks on him were extremely flawed, they listened and dedicated themselves to improving him and other frames suffering from LOS issues.

    Again: When people say "DE isn't listening!" what they typically mean is "DE isn't doing what I want!"

    No, the REAL sleaziness is with the EDA loadout RNG featuring "You Don't Own This" tags, rather than providing loaner builds or allowing us to have an empty slot in our loadout. That nonsense is downright predatory. You as a player have just finished the story and unlocked Deep Archimedea, and now endgame top tier rewards are dangled above your head... but getting them is contingent on buying/grinding for frames or weapons or weapons slots or forma and catalysts. Definitely the scummiest way to encourage spending I've seen come out of DE in a while. 

     No, no, I agree with you! I think that you're absolutely right, they should reduce his base range, too, and maybe tone down the overguard regeneration as well since it renders DR and armor buffs pointless. But just because you and I think DE didn't go far enough doesn't mean they're going to change things. It's not like it's their game, or anything. To be honest, I don't know if spectres are even capable of being OP since the AI is so bad. Still, I commend the effort in trying to get DE to nerf Dante further. LOS checks + Range reductions would definitely make his nuke more sane, even if the damage didn't change. Maybe this will even get them to have another look at Specter AI!

    Setting aside my sarcasm, for them it was either LOS or range reductions, and they went with the LOS. Was that the best decision? I think so, you don't, and our opinions don't really matter on this as DE has made their choice.

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    Srsly though, at least test the new LOS checks before you complain.

     

    Standing ovation for the DILIGENCE of this post!

    • Like 1
  3. I also saw that vid! He was very positive on the game, but as he said about the time gating being his biggest complaint: if he hadn't been so high on everything else about the game, he wouldn't likely have had the interest in looking any further into the game's economy and monetization over all beyond that heartbreaking moment (seeing how many days away he was from enjoying Rhino AFTER completing the farm!)

    Now I think most folks agree that Warframe's monetization is in the running for best in the biz. But, it's not perfect.

    There are still a couple instances of FOMO-sploiting, and many instances of "pay to undo the way we sabotaged the experience" such as tome/tennokai mods and yes: warframe crafting times.

    I think 3 day cook times are actually ok for late-game frames. You generally have lots of stuff to do while they cook. But how many new players have had a blast working from start to Jackal and grinding their first new frame *just like you intended* only to have an 84 hr bucket of ice water dunked on their head.

    Make newbie frames like Rhino and others that drop from early quests and low level bosses only take 24 hours TOTAL to craft, TOPS.

    Keep any new frame taking much longer and keep them out of reach and out of sight of MR0-3 players.

    • Like 1
  4. I almost never see these problems and am almost always pugging at all levels. The squad should stick relatively together and except in survival they almsot always do- or at least all on the same path to eventual extraction.

    Plenty of reactant drops, and as long as you keep moving forward you'll find what has dropped from those ahead of you.

    Survival is definitely the one mode where what you describe can happen, but the only one.

  5. Past month or so I've been watching several "new to warframe" streamers, and hilariously and tragically every single one of them has had almost word for word the exact same experience at two different points.

    1) They install the MOD SEGMENT.  They then enter the mod screen and explore it. The entire time they are checking out the mod screen, ORDIS IS AGGRESSIVELY PASSIVE-AGGRESSIVELY HARASSING THEM TO INSTALL A MOD. They receive no instruction on how that is done, and continue to poke around the mod screen in vain while getting understandably frustrated all while being actively insulted.

    Solution: direct them to the damn upgrade screen within the arsenal.

    2) They get to the Jackal fight.  Lotus now begins to speak about the Parazon for the first time.  When the Jackal goes down, Lotus pops up and commands them to use their parazon. THEY AT THAT POINT ASK OUT LOUD WHAT THE HELL THEIR PARAZON IS AND HOW TO USE IT.  Every single streamer! 😆 They have never been told in game terms what it is. They have already BEEN using it to hack consoles and mercy kill enemies but have no idea that a doohicky called a "parazon" was involved in those activities.

    Solution: explain sooner what the parazon is, and have Lotus direct the player to approach and perform a mercy attack on the Jackal (with their parazon)

    And both of these are just symptoms of the very inconsistent way that the game provides gameplay information to the player.  The experience has been constantly improved over the years and that's great! But there are still a lot of gaps, big and small, and there's a solution for that too.  What is needed is a consistent design philosophy that is implemented comprehensively to every stage of the game where new mechanics become relevant.

    And spoilers: talking heads speaking in-character in the corner of the screen (especially during combat!!) is about the worst possible method for delivering gameplay instructions.  I love love love DE's devotion to immersion and flavor, and want to keep the NPC interactions, but that's still not ok to be the way to deliver information we need to know to play the game.

    Go ahead and take the player by the hand and direct them to each menu screen that they need to interact with the first time they need to interact with.  Flash and explicitly point to the "Tutorial" button you've put there.  Have a little "ok" pop-up the first time they open a menu to explain the purpose of that menu and what sort of info can be found in it.

    Y'all have done so much great stuff in this regard! It just needs one big polish pass by someone with a clear vision of what players NEED to know and how to put it in front of their faces at least once.

    Thanks!

    • Like 1
  6. 11 minutes ago, AxelFlussbach said:

    This would encourage players to sell their mediocre weapons.

    I'd rather see

    • One of the categories contains at least one weapon that you own
    • running with an empty equipment slot counts as fulfilling the restriction

    You have to equip at least one weapon (can't play with no weapons), therefore there should always be a weapon you can equip at all times without restricting you from getting the full reward.

    If you don't own any of the weapons of a category and you don't consider one of the weapons worth getting, the weapons probably would be of no help in the game mode anyways, no matter how you mod them. What's the point of telling a player they have to equip a weapon that they will never switch to, that they'll just carry around for show? Just make it so players can run an empty equipment slot instead.

     

     

    Very clever suggestion

    • Like 1
  7. 3 hours ago, [DE]Megan said:

    Unowned items will now be indicated as such in the Deep Archimedea Loadout Individual Parameter UI - they will now be marked with a “!” icon and will have the “NOT OWNED” tag in the tooltip. 
    2cf3059256ae061e1ca6ffdd4783eef1.jpg

    • The tag will only appear if you do not own the specific item shown or any of its variants. 

     

    The random selection of gear for more points isn't a bad mechanic (despite all the loud whining), but it absolutely needs to be improved in implementation.

     

    In other aspects of the game that use a similar mechanic, there are mitigating factors to offset the limitation. The OPPOSITE is true in THIS game mode, however.

    So you rrally gotta add a 4th option of each and/or get rid of the possibility of drawing a weapon you don't own, or something to make it less restrictive of a week-long requirement.

    • Like 3
  8. On 2024-04-07 at 12:15 AM, DecadeX said:

    There's another problem lurking underneath the problems you outlined that is the real cause of your problems. Many years ago, when recruiting chat was still a good way to get a squad for niche things, when there were many fewer Warframes, it was generally expected that a player would seek out a wide arsenal. It let players flex into different roles for the needs of different gamemodes and squads, and it made a player's account resilient against balance patches. You can't be screwed out of squads because your 1 frame or your 3 weapons got nerfed into the ground if you have every frame and every half decent weapon in the game. Over time, with more equipment in the game and with a few large content releases forcing DE to be more careful about how they used their time, DE decided they didn't want to balance around every frame. That gave us what I call the Inaros meta. It's almost literally every piece of content released between the Plains of Eidolon and Disruption. DE's core design philosophy focused on minimizing the impact of equipment choices on player strategy. It's why almost nothing not directly equipped to Operators can buff Operator damage, it's why Thermia Fractures and Demolishers project nullfier bubbles, and it's why Coolant Raknoids are immune to all Warframe powers. I call it the Inaros meta because his being a big sack of health made it so DE could not eliminate him as a strategy without compromising the core design philosophy or every frame in the game, including modern Revenant, would die instantly. That's a problem because that started about 7 years ago, which is most of the game's history, and all the players who started in that time learned a different lesson than the players before them. They learned to pick a few favorite frames and weapons, and ignore the rest, because when DE said they were making challenging content, those decisions wouldn't matter anyways.

    I am one of the old players who learned to build out an arsenal. Some players who like Archimedia and Circuit just like to play around with weird builds, but that's not really why they are the way they are. If you ever listen to DE talk about high level players, they often talk about players who have lots of gear and use it to trivialize every challenge. What has happened is enough player like me have stuck around and successfully failed to keep with the times, to the point that we've monopolized what it means to be an endgame player. That creates an issue where a lot of competent and capable players have been rocking with a few good frames and weapons they know how to use well, and then they load up SP Circuit or Archimedia and have none of them as options. DE has created a mid game design problem. Currently a player can take 1-3 frames and maybe 10 weapons and do literally everything in the game, and then they hit a brick wall when SP Circuit and Archimedia ask them to build out every single weapon and frame they can.

    For what it is worth, there are a couple ways to mitigate Archimedia. The personal modifiers (the equipment restrictions and the 4 modifiers beneath them) are not lying about being personal. Two players with 2 completely different kinds and number of selected modifiers and still queue together. That means one player can take no modifiers to carry another player and then they can swap places for a 2nd run. For people who cannot unlock or beat Elite, Normal is more flexible. You should be able to turn off 2 modifiers and still get all 3 rewards from Normal mode which is more flexible than Elite gets and is still more rewarding than 2 Netracells. The Vosfor reward for taking all modifiers on Elite is also bait and not worth it. An MR10 player has 20k daily standing. If they spend 20k Holdfasts standing on 2 copies of Molt Augmented they can get 44 Vosfor a day. That's 308 Vosfor in a week. An MR28 player can get 3 copies for 66 Vosfor and beat the 50 Vosfor reward in 1 day. That's just off standing. Steel Path Cascade for example is a much better Vosfor farm than that as is Acolyte farming in general. If you want to go all the way for the 50 Vosfor, doing it once can be worth it because there is a Sumdali reward the first time you do it, but unless your weekly gear roll is real good, it's not worth doing. Just drop the frame modifier or one of the others if you already have a good frame to choose.

    I do hope DE eventually smooths out the transition to being the kind of endgame player that Duviri and Archimedia ask of the community. They could do some content that unlocks after the Second Dream where several missions have to be performed in quick succession in very different locations, so a different Loadout has to be deployed to each mission for example. Something to start emphasizing the need for a wider arsenal earlier in the game without the RNG check, so players don't suddenly get stuck with unfamiliar options. It's still important to remember that Duviri and Archimedia aren't the way they are because of bad design or DE not knowing the playerbase. They come from a very old way of playing Warframe that the longest running, most capable players largely still adhere to. One where Vauban isn't good, but you should still be able to use him.

    Absolutely magnificent post.

  9. 4 hours ago, CallJamal said:

    I am suggesting them, as replacements. To be very clear. And I do not have an underlying premise at all. I am speaking plainly.

    I understood that perfectly. It's precisely what I was addressing.

    EDIT: I think what no one here understands (especially me) is why you think endless missions are a problem in the first place.

    But again, your suggestions for other missions sound cool.

     

    • Like 3
  10. 3 hours ago, 0_The_F00l said:

    i don't think you have calculated the rewards vs risk especially after unlocking the Elite variant.

    Lets continue this after you have.

    I align with your take on this whole matter more than not, however it needs pointing out that unlocking Elite requires using the rng gear.

    The sytem isn't perfect and it's ok to accept improvement, regardless of some wanting to throw the whole thing out.

    • Like 1
  11. 15 hours ago, owendawgx said:

    I'll be completely honest. If you think CC is "dead" or "bad" or "weak" in Warframe, you are not very good at this game. Full stop. This is without question, 100% a skill-issue. You describe an issue with an Archimdea modifier granting all enemy units overguard, but that is exactly one place in the entire game where you will encounter that. If it's problematic, give feedback on that modifier. But realistically, those modifiers are MEANT to be brutal. That's the whole point. 

    As for CC in the rest of the game, it's completely fine. CC when left unchecked completely ruins this game and makes it not worth playing or engaging in at all because it removes any and all threat to the player or objective. With overguard, it can still do that, just not against the really tough eximus units. You can learn to play around that. Prioritize eximus, bring tools for breaking their overguard quickly, take advantage of the bonuses provided by rolling to your survivability so that you don't die.

    If you're having trouble surviving on very CC-centric frames, try the newly buffed Fast Deflection and Vigilante Vigor (together) so that if your shields break from the eximus that are immune to your CC, you just dodge out of damage for .2 seconds before you get shields back again. 

    CC is fantastic for both the survivability of you and your teammates in any game mode, as well as for the objective in game modes like Mobile Defense, Excavation, Interception, Mirror Defense, etc. etc. 

    It isn't. This is just objectively untrue, and shows that you don't know as much about the game as you think you do. If enemies are dead, they respawn, and can find and shoot you again. If they're CC'd, they don't respawn, and can't do anything to you. Back in the day in Law of Retribution or excavation, people would ask you NOT to kill enemies when you had a frame like Nova or Vauban in the group, because doing so would allow more enemies to spawn who weren't CC'd, which was worse than just leaving the totally helpless enemies alone. Eximus (and overguard) are vital to any degree of difficulty in this game. 

    It doesn't. If overguard didn't exist, frames like Limbo would trivialize every single mission in this game that didn't have nullifiers in it. Frames like Limbo and Vauban and Nova all still provide an incredible benefit to the squad with their CC, and can be played to great effect at higher levels. 

    With all due respect, all you said was that you appreciate and enjoy CC as it currently exists in warframe.  And that's all well and good, I don't begrudge you that, and I don't even dispute anything you've said about the SPECIFIC effectiveness of certain frames in certain situations.

    Aside from some poetic hyperbole, no one is claiming that CC is worthless. They're saying that the game design as a whole undermines and discourages it, often explicitly in the form of overgaurd which becomes more and more prevelent as the level of content gets higher.

    But aside from saying "the best CC is dead" isn't true, you didn't actually dispute it-- EXCEPT in some very very niche instances where re-spawning enemies is undesirable (long SP endless missions where you have decided that you don't want to just start over).  In all other situations, killing enemies asap is preferable according to the design of the game. They're not hurting you and they've given you loot and affinity, and they've proc'd skills and arcanes etc, and you've advanced the kill-guys-meter in many mission types.  CC does none of that except stop them from hurting you.

    So yeah, the SYSTEM OVERALL needs improvement, so that the CC situation you love and appreciate is actually fostered and appreciated by the game mechanics.

    • Like 4
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