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.BralessToaster

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Posts posted by .BralessToaster

  1. I've been playing Warframe since late 2017, and I can safely say that after using Void Sling long after Void Dash has been replaced, I still want Void Dash in multiple reasons.

    Void Dash (for those who weren't around before April 27, 2022) is an operator mobility option where like Void Sling, it flings you to where you are aiming at. However this is where the differences end, as while Void Sling allow anyone to essentially hover while holding down spacebar (while crouching) to accurately fling any player to the position they are aiming at. Void dash acts more like bullet jump that can be chained regardless if you are on the ground or not as long as you have enough operator energy remaining.

    Void Dash has a few benefits over it's successor, mainly the following:

    • It was undoubtedly faster, since instead of needing to aim and confirm every time you dash, you can just think 3 steps ahead and dash forward to somewhere around your crosshair is aiming.
    • It can ignore players, Warframes, and entities, instead of being blocked by them like Void Sling.
    • It was way less prone to breaking thanks to it being simpler overall, and no matter how many bandaid fixes the game will add. It's still a buggy mess due to how it forces the player to teleport to where you are aiming and won't stop dashing until it either reaches the desired position, runs out of operator energy, or the current bandaid fix of "void dash if stuck has a timer that turns itself off".

    Note that Void Dash isn't all sunshine and rainbows, it still has downsides, mainly:

    • It can be difficult to estimate how far you are going, and you can only estimate that you are going somewhere around where your crosshair is aiming.
    • You can't think slowly as you would lose momentum, you either have to think as you go along, or you think 3 steps ahead.

    Void Sling was introduced to Warframe as an "easier to learn" Void Dash, except that from some perspectives, it is correct to say that it's "easier to learn". But the "ease of learning" gave not much of a benefit over the previous, more reliable option.

    There are some counter-arguments to this, mainly the following:

    • Void Dash is only easy from your perspective because you have used it for so long, but you don't understand it from the new player's perspective.
    • You're just bad at void sling, I can do it and so can you.
    • Void sling needs to exist to be an "easier to learn" mobility option for new players to learn quickly.

    To which I can respond with the following:

    • Void Dash was not perfect, I know that and basically everyone that uses Void Dash knows that. A utility tool shouldn't be all upsides (except for Vacuum). However, a new player's perspective changes overtime, and this game basically forces new players to learn and adapt because of how overwhelming it is (not that it's a good design choice). So understanding a new player's perspective, especially with the rapidly changing state of internet culture and the behavior associated with it, is practically impossible thanks to the chaotic nature of what the future holds.
    • Void sling is not a difficult mobility option, it's clunky and sluggish. Which is different from being difficult. Warframe has been known to many long time players as not exactly a difficult game to play. You could argue it's gotten easier than ever thanks to the existence of Octavia, Revenant or Wukong, Warframes with very little effort or muscle movement to play. And the same can be said for Void Sling or Void Dash also, both don't really have much difficulty, and both can be easily understood overtime, except that the former is cumbersome to use thanks to extra hurdles you have to jump through for something slower than using Slash Dash with 145% range.
    • Void Dash wasn't exactly a "pickup and hop along a merry journey" ability and neither is Void Sling. If anything, the slower mobility of Void Sling would actually discourage new players from learning since they would just play high mobility Warframes instead and never try to learn about it. If the current "meta standard" of Revenant Prime, Glaive Prime, Laetum and Torid has taught us anything, is that new players would rather play something that requires very little effort for an easy pass, than needing a bit of effort for a full score. Because a full score is rewarded as much as an easy pass to them. The same can be said for Void Sling and mobility-centric frames like Titania or Wukong. The people who learned Void Sling, are the ones who learns it out of necessity rather than out of convenience. And in all fairness, Void Dash and Void Sling has about the same difficulty as each other.

    "That's a lot of words I don't want to read, what do you propose?"

    Nerf Wukong. Simple. A toggle that you can switch between void sling and void dash. Both should have a reason to exist and not take over one another, it should be a matter of preference between "fast" and "accurate" options.

     

    Even after how much I hate Void Sling over Void Dash, I still have to acknowledge the fact that for over a year, people have been slowly getting used to Void Sling, so crippling their muscle memory for the sake of mine is just not fair and would just be a massive argument that gets nowhere where people would be completely blind to each other's arguments. Some people just like Void Sling more than Void Dash, I can't understand the appeal but still.

    • Like 14
  2. Clan Name: Reiterpallasch

    Clan Tier: Ghost Clan

    Clan Platform: PC

    Clan Role: Warlord

    Notes: This dojo has been my personal passion project and schizo outlet for many years, hosting a scavenger hunt where people would find specific decorations in the dojo. Also importantly, the dojo is not exactly user friendly, in fact it was made to be user hostile, both physically and psychologically.


     

    Spoiler

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    • Like 1
  3. 2 minutes ago, iPathos said:

    Not only is this already a known issue (that will be fixed with the next cert update), the situation was already covered on the first page of this same thread - as well as in practically every hotfix thread since it became known. Let them get on with it.

     

    Yes and we have been told this time and time again, to the point it isn't funny by any stretch of the imagination. 
    Vauban's repelling bastile was the same, so was the stack decay bug and galvanized status mods as well.

    • Like 4
  4. Exalted weapons on hit effects (such as Hunter Munitions, Hemorrhage, Internal Bleeding, Life Strike, Shattering Impact, and Valkyr Talons' built in life steal) are broken since February, and it has been a known issue. 
    Valkyr Talons' built in life steal is an intended yet not functional feature, and it's been nearly an entire month.
    image.png

    • Like 4
  5. There are so many things wrong about Warframe's current state, but it's hard for me to compile down everything. 
    That's why I need to ask the people here, both new and experienced, because most of us understand that Warframe is a giant mess (especially for Scarlet Spear, Kuva Liches, Empyrean/Railjack, and most of open world).
    List your problems in detail, and I'll compile them here. I also add a few of my own.

    -Bugs, glitches and exploits that never gets patched completely, sometimes coming back after 1 hotfix.
    -Too much extra content that aren't worth playing, sometimes not affecting to the overall experience, and ends up at being neglected by the majority.  (Yeah it's my fault on that one, maybe I'm still salty about conclave's existence as a whole)
    -Unnecessary nerfs on popular frames or weapons, meanwhile not getting worthwhile buffs on forgotten and less used frames and weapon, resulting in some frames performing horribly and niches unfilled, along with underpowered frames filling niches that serve not as much purpose to most of Warframe's main content. 
    -Lack of context in lore means players are missing out on important lore developments that they will have to search to maybe find out why things are the way they are. (Thanks to yarl5000 for mentioning)
    -
    Community accepting and even praising Warframes/weapons being a broken mess, and how it sends DE the message that we will praise bad content as long as there’s cheap gimmicks attached to them. (Thanks to GearMatrix301 for mentioning)
    -Host migration that causes crashes. (Tbh this is a known problem, still thanks to Zahnny for mentioning)
    -Abilities that are both very powerful and have minimal stopgaps. (Thanks to Loza03 for mentioning) 


    *In case this post gets removed for "failure to adhere to Warframe guidelines" (which at some point it might). Yes, I've read Warframe Guidelines before making this decision. And no, this does not count as developer bashing as this does not count as insult, or inappropriate, aggressive, or hostile complaints. 

    • Like 4
  6. This might trigger a few people in this topic.

    The closest thing we had for actual co-op was Trials, and it was removed 2 years ago. Let's be realistic here, who actually played trials before, and not understand the fact that Warframe playerbase consists of everyone in their own islands spamming 3-4 buttons to progress, just to come out so often and complain how trinity is op. Meanwhile in those 2 years, we never get to experience co-op, because Trials was literally the only game mode that actually provides a "co-op" environment.
    In fact, Scarlet Spear is literally a cardboard cutout version of Trials, it requires more than a handful of brain cells, it's very buggy, needs a guide to explain what is going on, and requires other people to somewhat cooperate.
    However, just like the cardboard cutout, it's nothing like trials and it's plagued with other problems, like how every enemy was essentially a bullet sponge, and you have to shoot through every bullet sponge to progress (thanks to enemy scaling).

    Scarlet Spear is the result of Digital Extremes trying to re-introduce "co-op", and forgot that it's been 2 years since we've done anything co-op related.
     

    2 hours ago, 8faiNt said:

    Eidolon hunting was the best co-op activity but somehow they managed to ruined that too.

    Personally, I don't think being a bunch of raging red ants with no queen trying to take down a larger insect in the fastest speed possible is considered "Co-op" 
    Eidolon hunting was more of "this is a large pointy shooty target that takes more than 30 hits, and we shoot till it's dead"

    • Like 5
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