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  1. These really aren't the changes that Arbitration needed. It's unfortunate this is what D.E. came up with after acquiring 6 months of data. Adding some form of revive is good. This is what arbitrations needed, because right now arbitration is severely limited in which frames you can run. There's two kinds of frames in arbitration: tanks and dead. So you have Inaros, Nidus, Gara, Rhino, Nezha... and the frames who are lucky to make it past 10 minutes. Let's also keep in mind the fact that Warframe is, as a whole, still horribly unbalanced even after 6 years of development. Let's just say that having a permadeath mode when things like Toxic Ancients exist in their current form is purely ridiculous. Toxic Ancients: the things that walk up next to you and silently kill everything with no warning or counterplay. There's a hundred other examples... Adding revives: good, thank you. Increasing enemy scaling: bad, and unnecessary. This is a traditional D.E. mistake: "We buffed something, therefore we must nerf something or increase difficulty. Because we operate from the assumption that this mode was already perfectly balanced so every buff requires a nerf, and every nerf requires a buff." Arbitrations weren't well-balanced, that's why you're changing them. No changes to level scaling were necessary. Adding Arch-Gun rivens: good, thank you. It's great to add something new to the game, it's great to have rewards to bring people to play. This doesn't address the problems, and won't make people play arbitration. The current state of arbitrations is this: Tank-only meta: what I said. PUGs don't work. People come in unprepared (trying to play a non-tank frame), and die. Frustrated, they usually swear off the mode. No one can blame them. Tanks survive, make it to 20 minutes or so then quit out of frustration. Premade groups can make it to 40 minutes + (if everyone is playing a tank), but no one can stand to go past 40 minutes even if you're able to because the mode is a horrible, drawn-out slog and is not fun. Arbitration mode takes too long, for too little rewards. Even in terms of grinding, even in terms of Warframe grinding, Arbitration takes too long, is too difficult, is not fun, and is unrewarding. You made the intervals in Arbitration missions take twice as long as normal, and that was a mistake. Bring it to parity with other modes in regard to the time to complete rounds/waves. What I'd like to see in Arbitrations to fix it: Add some form of revives (thus allowing non-tanks to be viable). Great change, keep it. Decrease time for rewards to be on par with normal modes (people aren't playing because no one can stand to go for as long as is necessary. Too unrewarding for time invested.) Do not increase rate of enemy level scaling. Unnecessary. Maxed out Tonkor barely kills things past 20-30 minutes. Why make ABCCC+ rotations when it's nigh-impossible to reach 40 minutes, and no one can stand to play it long enough to go past that? The math doesn't work. Archgun rivens: Great, keep it. I'd love to get these, but it's not enough to make me play it really. Arbitration still isn't worth my time if reward intervals take twice as long while difficulty is ridiculous. Address the root problem.
  2. This "update" ranges from pointless to terrible. Ok, we can rebuild a destroyed relay, which I know some people have been asking for. The important quesiton is WHY? Will this relay be any different than the relays we have now? Will it do anything, or offer anything different from the current relays? Because right now we have 3 identical relays (except for location), so this will add a 4th, identical relay? That's the weakest possible form of content. As far as Revenant goes, nerfing his one useful ability is exactly what he didn't need. His 1 is worthless because ally AI is worthless, his 2 is mediocre but mildly useful, and his 3 is overcosted, worthless, and bad. So then we have his 4, which is weak dps with multiple drawbacks and DE increases the cost by 65%. Sadly, this is exactly what I expected DE to do (based on their history and past decisions). DE made the worst possible decision on this, based on spurious, bad logic. Prior to this nerf Danse Macabre was weaker dps than Saryn, Mesa, Equinox, and lots of other aoe/dps which comes with multiple drawbacks: slow movement, obscured vision, can't jump, can't navigate terrain, ability REFUSES to hit enemies that are at a higher elevation than you (because DE did not consider that enemies might exist above you, as they usually do), the dps is low with a high energy cost, and the ability is already almost completely shut down in the presence of a nullifier or Infested Ancient who prevents almost all damage from Danse Macabre to itself and all other enemies. The truth about Danse Macabre (prior to nerf) is that it's not good dps, and not that useful, but it is FLASHY. It draws a lot of attention, and it LOOKS like you're doing something constructive, so people who can't tell the difference think it's great or overpowered. The truth about Danse Macabre post nerf is that Revenant isn't worth playing. There's no content or mission in the game where a player can reasonably say "You know what we need here? Revenant!" The Danse Macabre nerf is exactly the opposite of what DE should have done to fix Revenant. I'm also 100% confident that anyone who would make this decision simply hasn't played Revenant, and has no idea what he's like to play in the game. There's just no other good explanation. So Revenant goes on the shelf, with a lot of other Warframes that shouldn't be there. And that's a real shame. Maybe we won't have to wait for Revenant to be Primed for him to be worked into a useful state, something worth playing. That would be great, but based on this I have no reason to think that's likely.
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