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-Bv-Qrow_the_Hokage

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Posts posted by -Bv-Qrow_the_Hokage

  1. 9 hours ago, -Temp0- said:

    Only problem there's no "if". They just kick "inactive" clan leaders without informing them whatsoever.

    Also not sure how they can not know your email since you literally registered with it. You use it to log in in the game.

    Yeah they also die because they do it. After leaving one mostly pretty inactive clan I just created my own because it was when Hema dropped since people started to kick everyone out so why risking even a possibility of that? Why risking logging in one day and reading "everyone donate 5000 m samples by day x or i'll kick your **s out"? The only way to be sure that your donations and time won't go to waste is to be a clan leader, in a small/solo clan with that. 

     Active is also a vague term, someone can be away for a week but participate in clan's activity when he actually plays and someone can play every day never even opening a clan chat and never doing anything with clanmates, never donating anything too. 

    That's why I say that solo clans and clans that consist of irl friends are becoming more popular, especially after hema fiasco no matter how DE (who even cares honestly) don't even consider them "clans" and large clans (that in theory should be ideal clans for developers) becoming less popular.

    I was thinking more along the lines of clan members emailing the clan leader but ok. DE sends them an email, they get on for a hour then may be gone another month. A month rolls by, and then rinse and repeat. Should they keep their Warlord position for getting on once a month when an email comes around? If they only care enough to get on once-twice a month, they shouldn't be the Warlord.

    This brings the next possibility. Real life issues were serious enough that they can't lead the clan. Again, someone else needs to take over. Having the responsibitiy to lead a clan is an extra stress they don't need if real life issues are interfering with their ability to get on the game in the first place. 

    Can it be unfair to the Warlord? Yes. Is it unfair for the other 2-999 people in the clan that they are hindered because their Warlord can't put in enough time. Also a yes. 

    I consider inactive to be in the 30 day range just so we are a bit more clear. If it's been a month since someone's been on, then there is no need to waste clan space on someone that isn't playing. If they get back on, I'll invite them back. 

  2. The 30 day removal policy was created due to warlords of clans leaving the game, and progress of the clan being stifled as a result. 

    On 11/21/2017 at 8:09 AM, -Temp0- said:

    Yeah no.

    Seizing the clan without even informing a former leader via email isn't something many people would knowingly sign up for so that's one less reason to allow random players in.

    And if the former leader never gave his email out? Chances are if the persons gone for 30 days they aren’t going to be checking the forums. Should all the other people in the clan be punished for their leader not playing, when someone is willing to step up to keep the clan running? I’ve talked to clans which had the leader keep most of the power which can be fine and dandy until they leave.

    Clans die because people sometimes are unwilling just to kick inactive people to replace them with active ones. If someone is inactive for a while kick them. Reinvite then back if they return wanting to join again. 

    Clans also die because the leadership left and now no one can do anything unless they know they can message support about it, or leave the clan they were in.

  3. 4 hours ago, (Xbox One)HuntingWarrior said:

    Thank you for feed back. I do admit that Im not a person thats good on balance, as I am of a firm belief that Entering Overpowered and small tweeks back would make things more balanced. Numbers are more for the team that would actually put this in. I will change some of the descriptors, based on this feedback, to give a better picture of what I personally see to be a more effective Zephyr rework that isnt only a numbers change.

    I just wanted to apologize real quick with how harsh I was. Just went through some school and clan stuff at once. 

    My points still stand, just wish I worded it better

  4. Welcome to the Zephyr rework family. Typically we put these threads in the Warframe feedback page. 

    While I see you have put a number of number buffs. First thing is that 300 energy for a non-prime frame is quite high. The highest is 262 by Ivara, and then goes down to 225 and further down from there. But you didn't want this to be so much about numbers, so lets look at abilities. 

    The ability to fly does not make one great. The issue with giving her this is that it would be nearly unusable outside of certain parts of certain tilesets that are open, and PoE. You will be colliding with wall/pillars/objects all the time. Flying with Titania can already be a struggle on small maps and they shrunk her down significantly in size to help mitigrate that. I don't want one her abilities to only be useable on extremely limited maps. Completely removing drop is a piece of work that I don't see DE doing. 

    Another issue that you haven't solved the issue of tornados being a potential detriment to teams since when they suck up enemies, they are difficult to hit. Also, what does this 15-30-45-60 m range mean? You said stationary so does that mean how far away enemies will be affected? If so, it would basically be the most broken ability in the game since with a  range build you will have a 300m radius of affect with a max height divebomb. I know you said you don't want to focus on numbers, but do some basic math at the least. 

    Her 3 you have made into one of the most broken damage reduction abilities in game. Being vulnerable to melee was suppose to be the balance for it, which was mitigrated by being mobile. The only thing that would be able to hurt her is already fired napalm and drones. This can't really be balanced with the way you have it. It's a CC ability on its own because you just dash around knocking down enemies.

     

    The air bullet jumps are interesting, I'll admit. 

    Her 1 is basically the Banshee's when she's using her augment. 

  5. @Darius_Gideon

    Tailwind is indeed affected by duration. It judges how far it goes. I think I might have misunderstood what you meant with the increase range. I thought you had intended for that to increase how far Tailwind goes. My bad.

    On Tornado, it is the spawn range. I like the idea of the closer the enemy is, the longer the duration of the knockdown is. I would prefer self aim when holding divebomb because it gives you a bit more freedom. 

  6. Hello @Darius_Gideon 

    Glad you started playing Zephyr, she is my number one played frame, and I've been using her for some time. 

    An issue I see with your passive is you have less control over it than you might think. If you cast Tornado, and pick up 10 enemies, you are going to go much further than you may have intended. One thing you need to be careful about increasing the next ability range of the next ability is tornado. This can cause it to spawn even further away from you, which is one of its major weaknesses. They can end up spawning very far away and not being significantly helpful. Some control and balance mechanisms would need to be in place to help balance that out. 

    On the new ability, a thing you can improve on it is take away its fixed vertical or horizontal cast and allow you to aim in any direction you desire. This gives the user more control of what they are doing. Think of Ember's or Frost's one ability. They have a free range of motion on which direction they cast it. You can also easily make the duration of the pin longer. 5-7 seconds would be a better range to place it. 

    On combining tailwind and divebomb, there is a major issue here, and that is you end up with less control than you had before. Sometimes, you want to tailwind downward, and this change would prevent that. Players on XBOX and PS4 would especially feel this issue from what I understand reading these threads.

     

    Now that I've said my piece, I should give you a standard disclaimer that DE does not intend to make any more new abilities for warframes, and that they will only be modifying existing ones. I invite you to read either @Thaylien or my own thread to see what you think.

    Thaylien: Zephyr should be good

    Mine: Zephyr Improvements

  7. High level players aren't the only players in the game. Its an alternative for lower level players to AW, because chances are they might now even have their AW. This would allow for those players to have more mobility in the plains as they are either still struggling to understand the resource system, or are limited of resources and this eases the need a little bit. 

  8. Enjoy the most:

    Zephyr
    Ivara
    Chroma


    Enjoy the Least

    Trinity
    Hydroid
    Mirage


    Love to see on the Team

    Trinity
    Frost
    Mag


    Don't like to see on team

    Ember
    Mesa
    Mirage

    @ugoooo

    You're numbers come out to in the area of a 35% level of confidence. That isn't a statisically trustworthy number. If we go by these numbers, while it would suggest most people don't enjoy Zephyr, which is matched by DE's data, it would also imply many people love Zephyr. Yet she is in the bottom of how much she is played. To something somewhat reasonable, you would need at the very least 70 inputs, and to get reliable, around 250. 

    You don't need a thousand though. Having a thousand people vote would most likely get you a near perfect distribution that you could use to describe the entire playerbase. 

    Another thing to keep in mind is that this forum is only semi-random, which will also skew the data.

     

  9. @Sasuda You make me blush. 

    I'm open to making changes to some Tornado mechanics. I honestly haven't really looked into @Thayliens thread that much. I'm going to take a look now.

    For divebomb, while it may be a bit more complex, I don't want a flat buff for the range. I want people to be invested into getting that extra height. I'm also not to concerned about normal damage of divebomb, because for this rework I want people to bring out its %Max Health finisher damage from airborne. This would at later levels do more damage than your suggestion, because of armor scaling. My vision for Zephyr is to be closer a CC frame than a damage one, though she still has that. She has 3 abilities that under current status are decent-stongish CC. 

    Tailwinds pulls enemies into the cast direction and Zephyr in invulnerable to damage and most status effects (including toxin) while being used. Divebomb has the potential to be a semi-spammable mass AOE knockdown, and tornado is a long lasting CC lock where you just shoot the tornado itself to kill things within. The reason I went with bullets affeting Tornado enemies is so that players don't have to bother aiming at a fast moving target. You lose your ability to hit enemies behind tornado, but they also can't hit you. A modable 15 second duration would make it one of the longest lasting 'stuns' in the game. This was so you can have time to group up enemies for airborne divebomb. Sure numbers might be adusted, but I really put the focus on the CC while having the option to set up for divebomb.

    At the cost of CC, divebomb can do damage. Enemies are now no longer airborne, and are pulled and immune from (for a couple seconds from the one they came from) tornados.

  10. Hmm, a suggestion @Thaylien

    I put it in my thread but what would you think of having Tornado be instant recast when activated while its already in use, and hold cast would cancel the ability. 

    I'm not sure how I feel about casting Tailwind from the ground giving a special buff to Divebomb. It really feels like a forced synergy where your forced to use tailwind to make divebomb good, which is why I also gave divebomb range scaling on height in my thread. From what I've seen from a lot of 'rework' threads in general beyond Zephyr and talking to others, is that they don't want abilities that need to be directly used to get another buff for another ability. 

    Think of Nidus for example. His 2 is a CC that clumps a group of enemies together which works great on its own. His 1 is a nice damage ability that affects a line. While his 2 doesn't directly affect the usability of his 1, the fact that its grouping enemies together makes it able to play both of the abilities strengths to a greater degree. I often see this lauded as the epitome of synergy. 

    Two ways you could do that (that I thought of) is scaling Divebomb off of either speed or height. On speed, tailwind could serve in two different ways. It can be used to gain height so that divebomb has more time to accelerate, or you could use divebomb to speed downward and then use divebomb starting off with a greater. I chose to scale off of height because it was simpler. Tailwind lets you very easily gain height. 

    The best part is that divebomb doesn't depend on another ability to be greater. You can use other mobility methods putting in a bit more effort to get same reward, making you choose whether to value time or energy. 

     

  11. Daikyu is basically the only bow that I use. I got a nice riven that is basically a Vital sense and a Point strike in one. I've found more success using Vile Acceleration than other speed mods. The greater firerate you get far outstrips the -15% damage for me due to the firerate doubling effect bows have. So in reality, rather than being 30% more fireate, you have  60% more. 

    It's perfectly sortie viable (the riven helps) and has served me well so far. I don't think this would benefit the Daikyu really well. I am highly mobile as I'm firing the Daikyu beause if I stand still to long, I'm going to get shot up. I'll do a bullet jump, charge the shot in, fire and then shoot one or two more times then keep going. 

    Onto this thread, people hate not having mobility. The most wanted augment on Mesa is to give her mobility on her 4. People won't be likely to actually use this very much, because that means they have to stand still, regardless of greater damage since it won't be able to compare to the monster that is Mesa, and if does compare, then people will yell about invalidating Mesa because you can then just go an invisibilty frame and spam it. 

    It also doesn't really fit for the theme of the bow. Maybe if they made a new weapon, probably a Corpus one, this idea could fit that, but I don't this this is something that should go on the Daikyu. 

  12. Well, there are two sources of scaling. Scaling that directly affects the base amount, and then the bonus amount from height. Sorry if I didn't explain this well. 

    So lets say base range is 7, and you have 145% range. You are guarenteed that amount it would give you, 7*1.45. So this 10.15m. You would then get even more range based off how high in the air you were. So 15m (Gonna use new scaling multiplier of .3 instead of .2) would give 15*.3*1.45 adding 6.5m for a total of 16.6m. Just so you know, I increased the base amount at the final level to 9m in my revisions, so after that you would get 19.5m. 

  13. 1 hour ago, Thaylien said:

    Hmm, let's take a look at this. Number 611 in my count!

     

    I probably should've put my updated numbers after I had done some math like you when I was looking at it again and noticed the range issues you brought up. Forgot to do that. My apologies.

    I would argue that the airbourne mechanic could work because after using a tailwind, there is still a one second grace period for you to recast to continue to pull enemies. As I said in the thread, the increase pull range on all three abilities interacting with it is to help alleviate some of the problems you would otherwise face.. The idea is to pull a group of enemies through a hallway/something similar into your tornado. (Then again, I may be blinding myself a with a little bias :crylaugh:)

    You do make a good point of animation in regards to tailwind trying to pull them around. I didn't think of the animation unlock, and that would really improve it. 

    The idea for divebomb was balancing between being able to do damage and doing CC. Since it is doing finisher damage to enemies (that are airborne, including those in tornado), I don't want either part to be to strong. When Zephyr divebombs, due to current range calculations (sorry for not having those before), this would have a reasonable chance of encompassing all tornados, letting her deal reasonable finisher damage to groups of enemies (maybe). 

    Range = .3 * Activation Height * Range Mods + Base * Range mods, assuming 15m activation height, and 145% range,

    Range = .3 * 15 * 1.45 + 9 * 1.45 = 19.5m 

    Sorry for not having the updated numbers, but I have a question. To my knowledge, Zephyr's divebomb range doesn't scale with height. So where did you get the numbers that my system would be able to be less? Theoretically, it would be impossible. Zephyr's current base range is 7m, and my system had the height adder on top of that. Unless you meant less different...

    Can you expand a bit more on Tornado improvements if you don't mind. All the ideas I can get (other than Zephyr flying and being a bird) I'm welcome to hearing. I made Tornado into somewhat of a strong CC. It has a 15 second enemy lockdown that can be increased, and enemies can be herded into it. This is set up for divebomb to bring out its finisher damage.

    All these numbers are subject to tweaks, this is the rough draft and any criticism helps to imrpove it. Thanks! :highfive:

  14. What do I do when the banshee spams in chat for the rest of us to stop killing on Hydron? I’ve had that happen :crylaugh:

    i have a thousand hours and play pug (no idea what that stands for other than public) almost exclusively. 

    I on spy leeching since that’s the mission I do most, if you have 4 players, one is inevitably gonna be a leech cause there is only 3 vaults. Just keep that in mind.  

    Not that it matters much for me, because in the time that takes a number of other players to do one vault, I’ve done mine and then done theirs. I’ve done all three vaults before on sortie cause the others were going slow in their vault. :highfive:

    Beyond spy, I might encounter a leech once every 10 missions at most. Probably less. I believe people with overplay how much they encounter leeches in missions, not because they are dishonest, but rather because of how the human psyche works. In customer service we have the saying that a person having a good experience will maybe tell three of their friends, but having a bad experience will definitely tell 15 of their friends. 

    Bad experiences leave such a greater impression, that people will forget any good or average experiences they had relative to the bad ones.

    Of course that may end up being my awesome player rng from what you guys are describing, because on pug spy I almost never have anyone that messes up

  15. It can be hard to get Chroma's damage buff when the enemy does so little damage :crylaugh:. Pure for SCIENCE, I'll show my Chroma build and what that does for me in terms of a defensive build. Granted, this is a pretty pricy build. Mods are Rejuvination, Power Drift, P Flow, P Continuity, P Vigor, Steel Fiber, Hunter Adrenaline, Blind RAge, Narrow Minded, and Vitality. The important parts are this gets me 254% duration and 214% strength. I also have Arcane Guardian.

    Both Elemental Ward and Vex armor have a duration of 63.5 seconds. 

    Now for the damage reduction calculations. 

    First is Armor. Chroma base armor is 350. Elemental Ward adds armor the same way mods do. However, it is also affected by power strength. So using elemental ward, my current armor with my other things will be calculated as 

    350 * (1 + 1.1 + 0.6 + 1.5 * 2.14) = 2068

    This alone gives me 87.3% damage reduction. Its quite a bit. My effective health points (EHP) would then be 8100. This includes shields. This is quite a bit, but there are a few tankier frames. Then Vex armor comes in. Vex armor takes all that previous armor, and then multiplies it. My new armor calculation is 

    350 * (1 + 1.1 + 0.6 + 1.5 * 2.14) * 3.5 * 2.14 = 15493. 

    This gives a 98.1% damage reduction, which leads to me getting an EHP of 51k including that 520 shields. I laugh at sortie gunners and bombards. This combined with the awesome damage buffs he gets leads to a monster of a warframe. 

    Meanwhile, sure Mirage gets a buff she shares with her team. When she has her damage buff, she is super squishy. 

    Now, I don't want Chroma nerfed, cause I love my dragon (I put 8 forma into him so I could use any aura mod), but I'm ok with Mirage having a more reliable buff. 

  16. 1 hour ago, Thaylien said:

    Apologies there, I'm a little out of it right now. Just got hit with a couple of deaths in the family... the last of my family... and I've not been as active as I could have been.

    I'll get back to you on your own thread for this, it's always important to get the feedback where it's needed; on the original thread.

    Thanks for stopping in, and I appreciate you taking the time.

    Sorry, didn't realize. All good

  17. Posting this here cause you (Thaylien) never responded to it. Guess you missed it. I would've continued posting in it, but I thought the notification system would tell me if someone responded, and it didn't so I didn't see Renova's post for quite a while. I've put a couple changes from my original thread into this post.

     

    My ideas for for improving Zephyr while maintaining her current abilities since DE has basically already stated they aren't giving any more frames a full rework like Limbo got, which wasn't even a full rework. My goal for this is for Zephyr to have high mobility and moderate CC, while using her lighter CC abilities to 'herd' enemies to her stronger CC, Tornado. I haven't really worked out exact numbers as of yet, but what I have is to give a general idea. 

    If only one number is given without it explicitly stating that it applies to all ranks, assume that is the number for max rank only. 

    Passive: Lightweight

    Zephyr has reduced gravity and increased air mobility and aim glide time. Air mobility is increased relative to its present state. Zephyr never loses her reduced gravity. 

    Tailwind:

    Zephyr dashes with wind following her. Dash works the same way it currently does. Enemies caught in her path are dragged along with her and become 'airborne'. This airborne status goes away after an enemy is on the ground and not being affected by Tailwind for 1 second. The airborne status allows them to be pulled by Tailwind from a greater distance away. During this period, Zephyr is immune to all damage and cc. Zephyr will still set alarms off when she passes through lasers, and get magentic proc on hitting grineer doors. 

    Each  quick successive cast of Tailwind reduced the cost of the ability. This reduction is 1/2, then 1/4. It does not reduce any further. 

    Tailwind has the lowest priority of effect on airborne enemies. 

    Divebomb:

    Upon quick cast, Zephyr dives straight down, pulling any enemy airborne units with her, and knocking down grounded enemies. Airborne enemies take increased damage. Damage and knockdown range increases with height which the ability is casted. When the ability button is held down, she will tempoarily float and she can aim at a target location in a conal region staring off of Zephyr. Conal region is a 70 degree cone at all ranks. This means the total angle width from Zephyr is 70 degrees, 35 degrees in each direction.  

    Base knockdown radius is 7 m affectable by range mods. Airborne pull range is 9 m affectable by range mods. 

    Damage scales by: Total Damage = (.7 * Distance in Air * Power strength * Base Damage) with a cap at 35m. Base damage for ability is affected by mods. Airborne enemies take 10% max health finisher damage affected by mods.

    Knockdown range increase scales by: Total Range = (.3 * Activation Height * Range + Base Range * Range). Airbornepull range is affected by this same calculation, calculated by computer beforehand from what air to ground distance is. It uses the distance to where Zephyr will land, not from directly where she is relative to the ground. 

    Airborne enemies will immediately lose airborne status upon colliding with the ground as a result of divebomb.

    Zephyr immediately regains mobility upon contacting the ground. 

    Divebomb has highest priority of effect on airborne enemies.

    Augment works exactly the same. Enemies ragdolled by augment will not become airborne. 

     

    Turbulence:

    Mostly the same. Zephyr creates a wind shield that protects her from incoming projectiles by redirecting them. Bombard rockets will additionaly lose their targetting on Zephyr. 

    Augment works exactly the same.

     

    Tornado:

    Zephyr creates multiple deadly tornados. 

    Tornados spawn in a fixed 25m range that applies to all ranks. Tornados can travel outside this radius however after being summoned. If possible, they will spawn on enemies. Tornados will pull enemies within 5 m of their radius, affectable by range mods. This cannot go below 3m. When enemies hit fixed 2m from the center of the tornado, they are sucked in and become ragdolled. Enemies are held in tornado for 15 seconds (affectable by mods, min 10 seconds) and gain an airborne status. Airborne enemies have fixed 2x increased pull range, and 3x increased ragdoll range. After this ends, they will be thrown out.

    Projectiles that enter a tornado are pulled by the tornado and will hit enemies that are inside. Their damage is reduced to a fixed .5 of their original value. The amount of enemies it hits follows punchthrough mechanics.

    Enemies that are thrown out will not be immediately pulled back into the tornado they came from, but can be immediately pulled by other tornados. 

    Damage procs at 4 Ticks per second. Status chance per tick is 15%. Status mechanics and priority are the same. 

    Tornados will minorly avoid one another (to prevent them from stackng on themselves). Recasting the ability while it is already active will reset the ability. Holding the ability will end it early. 

    Augment increases number of tornados by 2-4-6-8. Enemies will no longer be ragdolled. Enemies in range are slowed to fixed 60%. Status per tick is increased to 100%. Pull range is reduced by 1/3, with mininum range of 3m. Enemies can escape the tornado if in a group with enemies going different directions, but tornado will follow them the best it can. Enemies will not gain airborne status. Lose airborne bonuses. 

     

    Goals:

    The goals for this 'rework' are for Zephyr to become a mobile herding agent. Using her 1, she will be able to herd enemies to where she desires. All her abilities essentially work as they previously have, with the exception of Tornado becoming much more useful. 

    Her 1 is for herding enemies to her stronger cc abilities as well as mobility. The increased range of effect on 'airborne' units is mainly to act as a QoL so it isn't as hard to aim enemies where you want to pull them. The energy cost reduction is to incentize using it for CC so you won't run out of energy, or still have energy for other abilities. 

    Her two's augment gains the additional use of being able to pull a group of spread enemies into a tight circle, and then using Tailwind to transport them to another area. Note that abilities such as Vauban's bastille will take priority of Zephyr's pull, which means you can pull enemies into his bastille. The reason for increasing the scaling of her 2 is that as of right now, it really can only shine on certain open maps and Plains of Eidolon. The massive scaling increase was needed to make it more worth using beyond a slightly better melee ground pound.

    Her 2 does have the ability to pull enemies out of tornados, but to prevent spamming, there is a 2 second cooldown on being pulled back into the same tornado. 

    The change of 3 is just a QoL change. It won't really heavily affect gameplay since in most cases the deflected rocket will collide with ground or a wall. 

    Her 4 now has two ways to be used depending on whether or not you're using the augment. 

    Without the augment, it acts as a moderate CC to hold enemies. It also can act as a shield from enemy fire beyond the tornado, though you also can't hit them. It then can also be used to set up damage for her 2. 

    The purpose of her augmented tornaodo is to change it from CC to an aoe shield area as well as a mass status proccing aoe.

     

    Zephyr Improvements

  18. A clanmate and I were doing some operator only assassinate missions, when we found an issue with Ambulas. We left our warframes in the room before the boss fight, starting the fight as operators.. I got killed, so I was teleported back to my warframe. After this, I couldn't get back out due to the door to the boss area being locked. Can you make it so we can still get back out if this happens?

  19. Hey DE,

    Can we have a recorded stat for the number of formas we've used. I've used ~350 to this point, and I don't want to keep recounting so I can celebrate to myself by buying more forma when I reach 400. I understand it would give your database another chink, but it would be pretty cool. 

  20. On 12/28/2017 at 5:38 PM, mHtt said:

    Ok, here we go.

     

    First of all, stat wh0re, only 1 mission objective is to kill: exterminate.

     

    Second of all spin to win doesn't mean squat; if you know the game. LOR: no spinning, JV: no spinning, boss fights with any invuln, no spinning. Literally every mission type except exterminate has an objective that's entirely separate from killing mobs, maybe you should focus on that.

     

    Finally we all play the same game, we all know going public means random in your group. If your solution to being outdmaged all the time is to make the game less fun for everyone else maybe public play isn't for you. Every mmo has meta weapons and if you don't like that, tough.

    Maiming strike is fine, tour attitude is what's trash.

    Ps don't pre empt my argument 

    Pps all non scrubs know maiming strike already got nerfed this year when they removed naramon shadow step. The scrub life is real in this thread lol

     

    Well, in Defense missions the Objective is to kill enemies so they can't kill the defense target. You also need to kill them to progress.. Interception: Kill enemeis so they don't capture points. I guess you can have a full CC team to completely lock everything down. Most runs I've done don't do that.. Mobile Defense: Kill enemies so they don't destroy the defense target. Sure Limbo exists, but almost everybody seems to hate him with a burning passion. Survival: Kill enemies so you can get life support. I guess you can do some cheese with Ivara to avoid killing. It's not something I really ever see beyond riven challenges. JV: Kill enemies so they don't kill you as well as get injectors. Assassinate: Kill enemies in the way of killing boss. I guess you could ignore them. Excavation: Kill enemies to protect objective and get energy for drill.

     

    You seem to be getting pretty emotional invested in this argument. Also, your counterargument that nerfing maming strike ruins the game for everyone else doesn't seem to be true either. I don't see maiming strike builds that often. Not everyone seems to be doing it. Of course, I'm just one person.  Obviously the decent sized group of people calling for nerfs aren't in that everyone.

     

    Now, I'm not really on the nerf train, but your argument that the only objective to kill is exterminate falls kinda flat. Make better arguments to defend what ya love. 

     

    PS: Preempting arguments is a basic debating skill. 

     

     

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