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trst

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  1. There's a fine line between engagement and just interrupting gameplay. Which is exactly what QTEs do to games that overuse them. That said active reloads only make sense as it's already a gimmick the game has and could be an easy way to reuse the TennoKai system for guns. Or Hek just making it an extension of the Kai system with Kai mods that trigger off gun kills on enemies, letting you get the free heavy attack without focusing solely on melee. As for the other suggestions they sound like gimmicks that would be more appropriate for more infrequent encounters like bosses and/or relegated to specific mission types. Kinda like how hacking is usually optional/missing from most missions but is a required for some like Rescue/Spy. Or how the entire Requiem system is only used for Lich/Sisters. Like maybe having a miniboss like the assassins that can be killed faster with a QTE gimmick or brute forced by pushing through multiple health bars with transition invulnerability. Also as for the Helldivers comparison some are harping over; QTEs are a very old video game system. It doesn't really matter if a recent game uses a similar system when many many other games use the exact same system and there'll be many more that also use it.
  2. Raising the cap just kicks the can down the road of players just hitting that cap and coming back claiming they need yet more slots. Making it unlimited just means some players will prove why DE had the concern over the server space in the first place. Personally I think the best solution is to only increase the purchased cap but make the plat cost scale and/or make slots beyond a point cost Regal Aya instead. On top of forcing players to confirm a popup warning them of potential issues like increased Orbiter/Mods List loading times due to the server having to pull more and more data to load your inventory. That way DE gets somewhat compensated for the data storage/server strain, only a handful of players could hoard absurd amounts, and any potential issues players encounter as a result of having too many would be entirely their own fault.
  3. Considering a category for specifically this is listed on their support page it only makes sense that they eventually do something with those reports. Though I'd assume DE only bothers to act once someone manages to get multiple reports against them. However that then runs into the other issue of most players not bothering to report at all on top of needing to go to the support page to do it at all. Also just to note DE does take these issues seriously enough when they become disruptive. As it's partly why Wukong got nerfed, AOE weapons got ""nerfed"", and why some reworks/LoS changes have been made. But DE likely isn't going to know how disruptive such things are unless players actively complain and make reports. So anyone who is bothered by others leeching/AFKing their missions needs to ignore the advice of just ignore them and/or leave the mission and take the effort to report them instead. Otherwise the issue will never have a chance of being seriously addressed.
  4. I don't see why it should be an option when it's completely unnecessary to make a build so specific that you've lost all flexibility. Especially as that is part of the whole decision making aspect innate to the system; you can choose to overinvest a build at the cost of flexibility or leave it more generic to retain said flexibility. Plus there's already the solution we've always had in just making multiple copies of a frame. Which is essentially the same thing resource wise as expending resources to change mod polarities. One extra slot and Reactor and you can set up entirely different polarities for more builds.
  5. Because it's always ideal to solve an underlying issue than just slapping bandaids over it. If it works properly a LoS system is just better for balance on multiple levels and consistency. While just reducing range doesn't address the big issues ignoring walls creates while really just nerfing the abilities in large areas like open worlds.
  6. As I pointed out multiple times now it's because an enemy that isn't immune could never pose a threat. Which is exactly something DE has been trying to add into the game since the Eximus rework. Even if damage can trivialize things well before CC ever matters that's an issue DE has been trying to tackle with other means like random modifiers, RNG loadouts, and plain old higher level content. But that also doesn't eliminate the potential issues CC can create. If they just outright removed CC immunity then CC becomes the catch-all fall back for anyone lacking damage. And that solution remains for all content down the line that continues to lack immunities. Inevitably requiring different solutions than outright immunities.
  7. I feel the appropriate middle ground is to make them unbuyable until someone has completed their first Archon Hunt/Netracell/Deep Archimedea. And if that's still too lenient make it after you've acquired five total Shards. The same thing could even be applied to making them tradable as an alternative to a market option. As for pay to skip quests it was already a topic that DE planned to implement but decided not to last second. Which is strange as you can more or less pay 2 skip the quests already it's just that you have to pay for a few dozen things then speedrun the quests instead of just having it all as one button. There's not really any reason not to have the option directly especially with every major and most side quests being replayable. Plus WF already regularly gets the types of players who dump a few hundred $ on the game within the first day then stop playing after a week, why not give them more major purchases to throw away?
  8. But that's just the issue with CC. As since Disruption's release there've been players who struggle with killing them in-time. And if CC fully worked on them then players could just take any CC frame, turn off their AI, then be able to kill them with any weapon. Which is pretty much exactly what old WF looked like before damage powercreep dominated everything. Players running all CC frames (plus Trinity for infinite energy) for endless missions and just turning off the AI's of all enemies in the room. Since back then every enemy of a high enough level was a threat especially against defense targets.
  9. DE wants CC to not have the opportunity to indefinitely disable enemies when DE intends for said enemies to pose a threat to players. Just as it historically did before damage powercreep overshadowed CC. So it's not that they want CC removed but that they want what CC is capable of doing removed. And short of fully reworking (nerfing) CC, and a whole lot of other game systems, Overguard is pretty much the most efficient way for them to try and achieve that. Funnily enough CC is just gamebreakingly overpowered while simultaneously being entirely outdated and unnecessary.
  10. I'm not going to begin to explain why balance matters in a PvE game and especially why it always matters in a "power fantasy". Regardless DE intended to make enemies more threatening (that was the whole point of the Eximus rework) and it's something a considerable amount of players, if not most, want more of in the game (as evident by past surveys DE has done and pointed out themselves). But exactly that can't exist when enemies can just be turned off the moment they're on screen. As well DE has also been pushing for ways to out scale our absurd damage to avoid having to tackle that beast (which the moment they have to it'll be the biggest backlash the game has ever seen). Or as we've seen with Circuit and now with Archimedea side stepping the issue with loadout restrictions needing to become more common. Technically if you do value variety, viability, and being able to use the tools you want then you should be pushing for balance. Otherwise more things like CC need to be circumvented on top of powercreep making things, like CC, not even viable due to how much it underperforms other powercreep.
  11. The whole problem with CC is that it's overpowered while also being completely unnecessary due to our damage. As without CC immunity (even resistance only does so much in this regard) any enemy that's meant to pose a threat simply can't as CC would be the catch-all solution to defeating them should raw damage fail. The problem isn't overguard, CC immunity, nor CC abilities themselves. It's that so many, if not all, of Warframe's underlying systems are so bloated with power and mechanic creep that there is no real situation in which there can be threatening enemies and no immunities. DE has designed themselves into a corner and can't do much to get out of it as all the obvious escape routes are massive gauntlets filled with players holding knives up to DE. Thus they have to attempt to tunnel their way out with things like Overguard which is just putting them in a deeper corner overall.
  12. Parkour wasn't a mistake, but parkour 2.0 was. Like no, seriously, in the original system we had movement that actually interacted with the environment and which had tech that heavily rewarded knowledge of said environment. Like rooms that'd require a long walking path, a shorter jumping/wall running path, then the shortest wall melee path that was almost on par with modern bullet jumping. Unfortunately all the intrigue and nuance of that system was lost on almost all players due to how overpowered coptering was with sheer horizontal speed. Then lost entirely thanks to DE killing the entire system just to rid of coptering. And as for AI just no. There is no more intelligent decision an AI can make other than "run in and shoot/spam everything" when the average life expectancy of a unit measures in the range of a few seconds to a few frames. There's literally no time for any sort of tactics to exist. And even if there was there'd then be the age old issue of CC spam meaning you'd either need Overguard on all units else only Eximus could have time to make decisions, which then doesn't matter when considering individual units. Also just making the game slower doesn't resolve balancing. All the systems players have access to need to be directly balanced.
  13. Sorry but this is an incredibly disingenuous comparison. Unless you're aiming for specific breakpoints no frame "requires" X amount of Power Strength. However when considering breakpoints for armor stripping neither frame requires strength to hit theirs since they can just cast multiple times. But as for one-cast stripping only then does Dagath have a breakpoint where Ember never does. Dagath literally has to use a gimmick to strip by applying Doom before Cavalry. Meanwhile Ember can make use of her meter or just cast Fire Blast twice as it always has a base 50% strip. So only Dagath requires a gimmick, Crowd control has been a dead mechanic for the majority of the game's life. Also a damage amp + Viral =/= Heat spreading. Oh no Ember has 2 LoS abilities vs Dagath's 1. Every frame can make use of shield gating abuse. And if we want to argue who's better at it Ember can spam abilities faster and even has the option to generate energy for Augur mods and has DR which applies to shields. Meanwhile Dagath's Grave Spirit is one of the few CD abilities in the game. And what abilities do/don't work on bosses has always been inconsistent. That's less of an Ember problem and more of a game problem. Ember really doesn't require QoL or buffs. People just need to learn how to play her. Which speaking of: to anyone who struggles with her energy drain please just take off Blind Range and mod for Efficiency. It drastically decreases how fast overheat scales the energy drain on top of reducing how much is drained.
  14. In her case it just happens that apparently most players can't be bothered to put any effort into playing the game. It's only in WF that a frame could go from being viable in nothing but speedrunning low level content to viable throughout the entire game could ever result in decreased play rates. But even then it's hard to say her numbers mean "no one ever uses" especially when her Prime has for some reason been unavailable for over two years now. I'm aware, but the nerfing of that mod pretty much killed the viability of pure spin builds. Far better for melee and the game itself but still one of the only "playstyles" DE killed.
  15. Except the only time they ever nerfed something to that extent it was with melee spin builds. All the other nerfs that players like to claim to have "ruined" something were never so impactful. That is unless said players were the type that can only put in the absolute minimum amount of effort and not a touch more.
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