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Everything posted by Brasten

  1. As long time player who basically doesn't play Arbitrations... Absolutely none of these changes have any appeal to me, and really just annoy me. The rewards didn't ever seem worthwhile for the amount of time required to obtain them. 10 minutes/waves per reward is just too long for the rubbish clutter in the table. No revives is just Warframe gatchas in full force and punishes playing anything but Undying tanks (complete opposites of what your bonuses were trying for) Warframe has too many "oops you just instant die" things going on as levels scale up. Plasma Grenades, Toxin Ancients, Corpus Nullifer Scrambus Combras weapons. The option to pick up revives for dead team mates does not change this. I don't see any of your changes making me want to play Arbitration any more then the absolute minimum I already do. The meta will remain undying frames, with weapons for taking out the Arbitration Drones ASAP. Nothing else maters. Hurry up and get on with the Dynamic personal (forget locking it behind clans) Antagonist (Shadow of War) system.
  2. Film Grain is Permanently on. Small Chat Text is also blurry as result.
  3. Week 4 Challenges comments: I expect a GIFT to all players of 3 Forma before the week is done. Synopsis: A mixed bag. We have a set of "Acts" that are very doable causally and feel like they'd be at home in the old Alert system. Then we have some just really bad ones. One is an outright offensive "please buy with Plat to complete". Another is less blunt about that PAY angle, but it's way to close to be comfortable. Once again we have a set of Challenges that do not in any way feel like the casual pick-up and play of random alert offerings. Some are again hard-coded gates that a newer player cannot do. Elite, Unlock Relics: Unlock 0/10 This is okay. It is not to crazy time waste to collect 10 relics if you don't have any banked. This would be BAD if required Radiant Relics. Do not every do that. Collecting 1000 Traces in a week of casual or semi casual play is a hard pass. Elite, Kill Shot: Kill 1500 Enemies This is okay. 1.5k enemy murder it doable in a week. 250 a day over 6 days to be safe. This will happen as you play. Although it will be challenge for players in the Early (Earth to Jupiter) and Mid (Jupiter to Uranus) game, and may require a dedicated slaughter day. Elite, Kill Proit-Taker with Friends: Kill Profit-Taker while playing with a friend or clanmate. DE, I know you can't change the these, but no more. This forced socialization is bad. Please acknowledge in a Development Blog post that this will not be repeated in future Nightwaves. In the future this should qualify while playing with at least 1 other person in an Invite or Friends toggled squad. That's what these Squad settings are for. So we don't have to do the awkward dances of Friend/Un-Friend. At least it's better than the 60 minute Survival, and the Sortie with Friend. Sortie with Friend was bad because the completion was tagged to the Award grant on Mission 3. You could not Replay a Sortie in the same day and have it pop. 60 minute Survival was just NO. Rescuer: Complete 0/3 Rescue missions Good. Works like a Rescue Alert in the old system. Protector: Complete 0/3 Mobile Defense missions. Good. Works like a Mobile Defense Alert in the old system. Polarized: Use Forma 0/3 times This is the Aytan socketing Act, but way worse. Oh so very much worse. If you don't have Forma banked you now have to farm BPs which can be very RNG. Forma has 1 Per day build limit. THIS IS A MASSIVE PROBLEM IF YOU COME IN LATE ON THE WEEK THIS IS PAY FOR STANDING! It encourages paying Platinum for the Forma Bundle Playing Plat is the ONLY OPTION if you don't have Forma banked and come in late. Either the Bundle Or to Rush construction. Operative: Complete 0/3 Spy missions Good. Works like a Spy Alert system in the old system. Gilded: Gild 0/1 Modular Items This, is not a good trend for Nightwave. This requires a player to have a Free Slot to dedicate to this process. Especially if they've already completed crafting and Gilding various Modular Items. Again we see PAY FOR STANDING creeping into this. This also requires some major power leveling that Early (Earth to Jupiter) and Mid (Jupiter to Uranus) game players may find difficult to complete in a Week without major dedicated grind. Possibly encouraging desperation buying of "Daily Deals" from Hub (Cetus/Fortuna) vendors. Crafting times are not as horrible as the Forma, but Resource Collection could be a significant problem for Early game players. Faction Standing for the Parts Freeroam resource mining, and crafting. This DOES NOT MATCH well with the casual pickup and play aspect of the old Alerts. Eliminator: Complete 0/3 Exterminate missions. Good. Works like a Exterminate Alert in the old system. Earth Fisher: Catch 0/6 Rare Fish in the Plains of Eidolon. Meh, can also be Not Good. Difficult for Early players without banked Rare Fish baits. Unlike the Fortuna Baits, Cetus Baits require escalating Fish parts to craft. Common parts, build to Uncommon bait, builds to Rare baits. Can be "Taxied" by veteran players tossing out Rare bait for newer players. Which the only saving grace of this "Act". And makes it kind of like the old Alert System.
  4. I've finally found them, still mid fight (first fight Solo). They were body blocked by the Exploiter Orb's Invulnerable body. They have identical coloration to the rest to the model and almost no aim-over tell tale. The Thermia Canisters are also unmarked in the HUD. Again almost missed them, and Zudd's voice barks are unhelpful. As a Closed Beta player this has to be one of the worst Boss Fights I've every played since Lech Kril and his floppy tubes of Un-commented Mechanics.
  5. Fight mechanics are unexplained, I almost didn't find the insert prompt for the Thermia. I'm now sitting here looking at an invulnerable Exploiter Orb. Sitting on the ground. What Vents! This is awful and opaque design! Once again a lack of clear commutation in-game, on in-game things. This must change DE.
  6. The fundamental problem with the Data-Hash event was the lack of in-game information and direction. The opening part of it was an external ARG, which many users do not pay attention to. Finding the Hashes required an external map. Scanning around for the Hashes was difficult even for experienced collectable hunters, and had no in-game assistance for less hyper dedicated players. We keep coming back to this issue again, and again. Warframe cannot keep growing and maintaining beyond its dedicated players without in-game direction and assistance that is currently only available through external tools and 3rd party community sites. DE very much miscalculated, and should be thinking of ways to avoid find the thing game design in the future. This was feedback given on The Sacrifice Quest. Time to take it to heart, and the design docs. As a direct critique, no systems of the Fortuna Base taking system were used in this event. A better design for the Data-Hash finding would have been to use that Base taking as a trigger for highlighting and directing players to the Data-Hashes in the region around that base. Includingsomething like the Simaris scan trails, the code base for the footprint trails of Fortuna Conservation Hunts could have been used, to the Hashes. But also leaving the option for players to find them on their own. Take a Vallis Base, get clues/direction. Same goes for the Fractures of this event. It should have been put into the Bounty system, with incentive to take the regional bases to gain access to the Coolant and Fractures in that area. Which then could have lead to being pointed at that Data-Hashes. A far more organic and immersive design.
  7. Confirmed. But.... If this were a designed game mode, of having to bounce and Invulnerable enemy into a Death Pit (like water). I would be 100% for this as a game mode. The new Melee Ground Slam works wonderfully for this. Corpus Croquet.
  8. 24.4.3 Bug: Using Aim (right-click) during a Melee combo causes the Gun to be re-equipped. Replication: Begin mashing Melee. Tap (do not hold) Aim (right-click) during the combo Complete a few combo sequences. Gun will be equipped when the last animation plays. This should not be the function. The melee weapon should remain out if Aim is used as part of a combo. From a programming stand the "Switch Weapon" function you're calling shouldn't triggered and be put in the animation queue IF a Melee animation is in progress. It should only trigger if no melee attack is running. You should also look at a grace period so it doesn't trigger and get queued mid combo. Aim should only trigger "Switch Weapon" once a Warframe has come to complete Melee rest. No more Melee animations in the queue. Frankly this wouldn't be a problem if Aim was actually Manual Bock when Melee was equipped and did not return to Guns. As I accidentally posted in the Main Feedback. And as I said there, a "Dramatic Draw" which uses the full un-holster melee weapon animation (with those lovely custom positions we paid for), should be added to HOLDing down Switch Weapon (as you could do in Melee 2.0). When "Dramatic Draw" is done the user in a Full Melee mode. Left-Click melee attack. Right-Click Block. Tap "Switch Weapon" to return to Guns. Maybe turn "Melee Attack" into "Quick shot" in this mode as well. I still do not have a solution to accessing the old Quick Melee attacks and animations under your new system. I am still thinking on this. If you could explain your working ideas for the Melee Combo system in the rest of Melee 3.0 perhaps something will suggest itself to the Community-Group-Mind... you had talked about more dynamic combos that are less button mashing memorization.
  9. A case for Aim being Manual Block: Currently (Melee 2.9997) there are 3 ways to switch back to Gun from Melee mode. Shoot, your weapon Aim, your weapon Press Switch Weapon We don't really need this many ways to Switch back to Gun combat. This is a strong case for putting Block back on Right-Click. This allows manual blocking and Block-Gliding. I will again advocate for a "Dramatic Draw" by holding down Switch Weapon for 1.5 to 1.75 seconds. I would also advocate for a "Dramatic Draw" weapon to function like Melee-Only equip. Left-Mouse Attack, Right-Mouse Block, Middle-Mouse Channel Toggle. And the way back out of "Dramatic Draw" is to press Switch Weapon.
  10. Immediate feedback on Melee 2.9997-whatever. I can't block while Aim-gliding To change this change the behavior of Aim. Instead of switching back to Gun-Weapon, this could become a Block/Glide behavior. Making Right-Mouse/Aim into a Block/Glide when melee is out, this would avoid the currently awkward position of sometimes flubbing a one of the old Blocking Combos. I am not sold on Auto-Blocking. This gets awkward for many reasons. I would often use Melee Blocking to Aim-glide with unobstructed Field of View, unlike the narrower view of most Guns. Same with Wall Latching. No more "Quick Melee" Bug: Quick Melee remains with Archgun weapon equipped. Many weapons don't have a nice simple "slash" on their Mod Combos. Maybe this will eventually be resolved in a more open form Melee system, but we don't have access to that yet. I do not at the moment see how to resolve the two issues, of having combo access and having the Non-Combo basic slashes. I will be giving this some thought and will see about adding a comment directly to this effect later. Melee Channel should not Consume Energy while Blocking. With Auto-Blocking we should not be punished for Toggle Channel. I realize this an interim stage to the "Combo Trigger" system, or whatever you call it internally, but in this current implementation it feels like fiddly toggle issue to keep track of, especially since Blocking isn't Manual anymore. If 1-1-1 was done, giving us back Manual Block on Right-Mouse/Aim this would not be an issue. Seriously can we get Manual Block back on that Right-Mouse/Aim? No Flashy weapon holstering, animations dropped. Since we don't "Equip" melee weapons anymore we don't have any of the fancy upholstering animations. Please return the older "Hold Equip weapon to equip Melee Weapon" functionality, where you could HOLD down the normal swap weapon key. Even if you increase the delay to 1.5 or 1.75 hold to avoid accidental Melee equips (less of an issue since you can just quick shoot).
  11. Would it be possible to increase the Fill Rate of the Canister based on the Alert Level of the Vallis? This would be a way of making the mission shorter, but more "difficult" by player choice. The higher the Alert stage (and bigger/higher-level units), the faster the fill.
  12. Darn skippy, unless you only do this one once every 3 weeks. But then we're into a cycle of Feeding Weeklies into Weeklies. Using Maroo's Weekly to complete a Tri-Weekly Ayatan socket Challenge. Which is going to lead me to a point #2 down below. You folks knew this was a problem. You should have even caught grumbling about the "War on INSERT FACTION" alerts we were doing the prior 3 weeks. So far there have been great suggestions about changing all "Endless" based Challenges into Wave/Reward-Rotation completion chunks. This would bring it in line with time scale of the Old Alerts. No more than 10 minutes for Survival, at most 10 waves of Defense, 4 Defectors Squads, etc. These were just long enough to prove the point that we could complete the content, but not long enough to drag on. "Hold Your Breath" challenge should be: "Survive a cumulative total of 60 minutes in one or more Kuva Survival missions." (Very personal note: I would actively avoid Alerts with Defection unless the reward was an Orokin Catalysts. I do not like the implementation of Defection, I do not find the concept at all fun, and it starts to become tedious very quickly.) Marathon runners are going to do what Marathon runners have been doing since Endless game modes got added. The Endless Void Fissure rewards are good way to reward those people if they want to do that, without so unbalance things for people who don't have the time to commit 1, 2, 4, 6 hours to a single mission sitting. Give them more of that. And in a way you did with Arbitrations. Forced Friends are not friends. This kind of enforced socializing is done by "sick" games that are trying to get their players to be a marketing force from them. The last example I saw of this was in Blizzard's Heroes of the Storm. This lead to "Friends for a Game" mentally, where players would only "Friend" up for a game or two and then remove each other from the list. This creates an extra unnecessary step to the Invite Only and Friend Only squad modes. One of the major befits of doing Alerts was the ability to quickly Public Play. Compared to the dance of the Orokin Derelict Dragon Key runs, the current dance of the Radiant Void Relic Share runs, and other "organized" LFG missions. Adding "Friending" to this adds even more steps to the LFG process, which is completely unnecessary. The community was handling LFGs just fine. The whole Taxi system for high value alerts was this, if a Veteran player was so inclined. Do not force community on your players. We've been doing a good job over 5 years for you. You absolutely do not need to twist our arms. You also don't need to punish Solo players (for all the many varied and sometimes impossible to resolve technical issues) while twisting our arms unnecessarily. Instead you should be looking at giving us better tools to do what we have been doing in LFG recruiting faster and more streamlined. And you have been, as we twist your arms in repeated feature requests. All of the work that's gone into displaying Squad Member Equips (Auras, Relics, Dragon Keys, etc.). Going back to "Survival Challenges is too long". By breaking such challenges into chunks you restore the ability of Veteran players to Taxi new players to such missions. To give them a taste of Late and End game content, as used to happen with Alerts that appeared at Late and End game nodes. (Aside on Spoiler Mode. Investigate giving us the Rell Wraith skin/texture/model appearance to players who have not completed The Second Dream. This would obfuscate this mode while still allowing it to be used.) As a very long time player I would strongly encourage you to quickly cut Forced Friending for the remainder of Series 1. I can understand if that change can't happen for Week 3, but Weeks 4 through 10 should be Forced Friending free. Ultimately there are two problems with the Nightwave system as it's being done. It does not adequately replace the quick Login-and-Play style of Alerts. This is an issue of Time Commitment. This is where you are seeing many of the comments against the 1-hour survival. You either need to show us all the math about how Nightwave's rewards will compare to the prior Alert system. Especially for people looking at Nitain Extract. As I stated above, breaking Endless Challenges down into Cumulative totals. This allows for progressive complete over the course of a Week and gives veteran players some breathing room to Taxi newer players as they would under the old Alert system. Please add into your development pipeline a Minimum Time to Complete calculation when creating challenges. You have wildly different completion times across challenges. Complete 3 Assassinations, Complete 10 Syndicate Missions, and Complete 3 ESO Waves are all widely different and not given Time based Nightwave Standing values. I should make this clear: Time is the factor, not supposed Difficulty. People are not objecting to the 1-hour Survival because it is "hard content", they are objecting because it takes a long amount of time. Personally I have often grumped that I'd take Double or Triple the enemy level on some of the prior Alert System missions, if you'd cut the times in half. There still needs to be some kind of Alerts. Mainly assure Credit and Resource alerts need to make a return. These were rather important to newer players. I see that you're trying to have progressive goals to work toward in Nightwave. Goals that can be worked on slowly over the course of a week. However the execution falls flat. Going back to #1 above, you need to break "Endless" requirements up into chunks of cumulative time. Going to #1-4, with Credit/Resource alerts these should be tied to the current Nightwave. For example: Nightwave Alerts (or just Alerts) should also have assured or increased chance (depending on current Week of Nightwave) of Prisoner of Saturn 6 spawns. The Alerts are Nightwave (or informant Callers) directing us to the current threat/issue. This also provides a method for Players to gain Nightwave standing if they are having problems executing the various Challenges. This makes Nightwave stories feel more "active" from the outset. Again, also a reason for Veterans to Taxi and support new players. Returning to the Maroo Ayatan Weekly feeding the Nightwave Tri-Weekly Ayatan Socketing, this would be an example of a Progressive Chain Questing. However in the Nightwave structure you put too much time pressure on doing that. Progressive Chain Quests suffer horribly if you put time constraints on them in this way. It would be rather nice if we could get more of this kind of Progression Chaining. Do a weekly Espionage type task to slowly advance toward some kind end goal. With some method to progress faster than Weekly in some cases. End goals could: Be a specific Void Relic Some Nitain or similar System/Plains/Vallis resource cache. A cumulative biasing of the RNG drops on a single Enemy type, or Mission/Cache reward. Think Void Relic Refinement but for an Enemy/Mission This is kinda of what I was expecting to see from a "Progression" or "Token" based Alerts replacement.
  13. Thinking on what's really missing from Nightwave, and a lot of the flaws that have been exposed in this second week: As a long time player one of the things I would regularly do was jump into Alert missions to see if newer players needed help with them. Or to Taxi them to Alerts just outside of their current unlock range. This could be done without FORCE FRIENDING them. If they wanted to friend me to hit up later for game questions, that would be up to them. Nightwave has destroyed this very friendly and welcoming aspect of Warframe's community. "Challenges" like Hold Your Breath and Survival with Friends are antithetical to this kind of community building, as they increase the tension and expectations on the players in those missions. This creates conflict in the PvE space where there shouldn't be, especially for a system that is replacing the old Alerts. DE now has plenty of feedback why the "with Friends" weekly are bad design from a growing segment of the player base. I'll leave it at that. Same goes for missions that need 1 hour+ to complete. What Nightwave is really missing from the casual pick-up and play end are, ironically, alerts. There should still be Credit and Resource granting Alerts that are tied to the current Nightwave. With The Wolf of Saturn Six, we should be getting Alerts to escaped Saturn Six Fugitives. This brings back one of the very useful aspects of Alerts to new players (bonus Credit and Resources), a reason for Older players to Taxi new players, and a method for far more casual players to skip busted and poorly designed Nightwave Challenges.
  14. Solo playing does not invalidate Co-Op playing, nor does it prevent the developers from making money. Solo players still have to buy Slots (if they want a collection). They can and do buy cosmetics. If you're going to go on the money end, Solo players can end up costing less since their games don't need to go into Match Making pool, and don't have the resulting processing and bandwidth costs of said Match Making service. Solo players can and do still trade with Co-Op players. By your ending logic 4 Solo players spending 100 bucks, means 400 bucks. Where 4 Co-Op players spending 400 bucks total means each one spent on average 100 bucks. Same difference. If anything Solo players are more likely to need to spend money. On things like Dojo construction since those resources and construction costs aren't shared among a group.
  15. Long time Closed Beta player chiming in.... The Elite challenges for Week 2 are exactly the wrong way to create these challenges. 60 minutes in any mission is just mind numbingly bad. This has been communicated to you time and again, ever since original Void Key Towers. Please, please don't regress. The 30 minute force "War on ENEMY TYPE" alerts were pushing it. 40 minutes is the absolute limit for me before I lose my mind on the monotonous environment and task of an Endless mission. The forced "friends" thing needs to stop now! This is solo player hostile as has been pointed out in the past! It also directly contradicts the ability to form Pickup Groups. This is the absolutely annoying aspect of forming specialized groups in the Recruiting Channel. It is annoying extra step that does not need to be there. Have I mentioned this is annoying? Let's elevate it to aggravating.
  16. The problem seems to be increasing. I am now getting to happen semi-regular while on Boardless Windowed mode. I've really noticed happening more since Fortuna.
  17. I don't envy you trying to balance this atrocious system. It's so badly designed and implemented you have almost no tools for making it do it's original design goal of giving a boost to underutilized weapons. And its only going to get worse with time. You need to make rebuilding this system a priority before it turns into "Multi-shot was supposed use more ammo" levels of problems. Players should be using more types existing resources to control the Re-rolling process Rivens should be Weapon Specific, not family name based. Rivens should be transmutable non-randomly into other types. Weapons in the same Name Family should have fairly easy requirements to shift them within the family. Rivens should be transmutable to a different Name Family in their Class (Rifle, Secondary, Melee, etc.) at a greatly increased price Rivens should be transmutable into a different Class as a long term play objective. This would allow you to balance Rivens around INDIVIDUAL WEAPON performance. Previewing issues like the Strun family of Shotguns from happening. This is the system that would have met your design objectives. This is the system Warframe needs ASAP before Rivens fester much longer.
  18. Nezha Feedback: The Firewalker "Hop" is a momentum killer. The prior animation lock could be partly played around by Sliding or Aim Gliding in Air. The "Hop" needs to have no a momentum alteration in Code. Not even sure why it's coded to reduce/rest Momentum, unless this is an unfortunate byproduct of 1-hand casting. It is annoying, almost more than the Animation lock. Blazing Chakram needs to do a health burst, health Orbs are to finicky and don't return enough health. This is coming from PLAY BASED feedback. Instead the health burst should come from both the Enemy killed and from Nezha himself. The Range of the burst should be upgrade-able by Mods. Health Orbs are too unreliable when combined with Warding Halo's Damage Reduction based system. Blazing Chakram still needs Aim Assist on initial throw. Please port the Seeking AI from the Phahd Scaffold (Amp Disk Launcher) over to the Blazing Chakram. Or Port the Targeting from the Orvius glaive weapon on a Channeled throw, the one that cause Puppet Mode on the enemies. Frankly this amount of Rework wasn't really needed. The "Fixes" for Nezha were being clearly stated by the community for quite a while. Speed up Casting times. Update Blazing Chakram targeting, and give it a big range on the health burst. That was all you needed to do.
  19. If DE did put the trigger here, this is not great design since all 3 parts can be farmed for, and then built concurrently. Allowing all three to be claimed. This quest feels super rushed, and it's suffering for it. I'll know in 8 hours how bad the Triggers are as my Vlad parts are baking over night, and I intend to claim them all together before going to the Plains again.
  20. Fixes for the Anspatha Brace (T4 Amp, Brace)? It still doesn't seem to do anything, except sometimes maybe provide 40 extra energy.
  21. It's nice to describe what you're thinking of doing. But we really need to see numbers to math this out ourselves. And you really should release the numbers. This was a mistake you made with Onslaught, Khora, and various past weapon changes. Numbers first before you go live. Give us a week to run our own math and double check your work. To comment on what you've got up. Combo Counter and Heavy Melee: Take a page from the Arkham/Shadow games. Instead of spending all the points on a single hit, spend stages of them. Melee through wall. PLEASE DON'T REMOVE IT COMPLETELY. Give it a small amount of Punch Through. There are times and places where enemies SPAWN INTO WALL and cannot be reach any other way. Have just a minor amount of innate punch through on melee weapons to still reach those enemies. You can remove melee weapon wall hacking when you can 100% insure that enemies CANNOT get stuck in walls. Do that first! Then you can remove melee weapon wall clipping. Channel Block: The Energy Drain of this system was what put may players off using it. It was hyper vulnerable to chip damage and destroyed Warframe Energy that was need for "fun" abilities. I really want to see how address that before FORCING ME to blow energy on blocking. Especially when I can use 80% DR weapons currently without destroying my Energy economy. *Edit* Depending on how you're control binding is working, how about a "hold heavy" and press light option when spending the Combo Counter down. Allow a player to hold Heavy Melee after a Heavy attack, to change the behavior of Light attacks and how they interact with spending down the Combo Counter for Bonus Damage/Effects. More control, more choice.
  22. If the enemy leveling isn't working correctly, then how about working to fix that first. Enemy leveling/scaling has long been a festering thorn in the side of Warframe. Long with spawn logic, AI pathing, and basically all of the other systems that Onslaught pulls on the most. Onslaught is just exposing all of the deep rooted problems that have been put off year-over-year, and that delay has come back around to cause problems here. Consistent, clear, and targeted enemy progression would allow you folks to then go back and look that the Player Damage output and methods. The essence of what the community has been asking for in a Damage 3.0. Onslaught is also highlighting long standing flaws in enemy spawn logic/rates, the AIs ability to path, and the AIs "agro" issues. It's good that certain troublesome tiles are getting pulled out of the rotation, but like Blizzard pulling maps out of Heroes of the Storm, this should be so you can get the Level/Tile design teams to go back in and fix/rework those deficient tiles.
  23. Current setup for Beast of the Sanctuary is unsustainable. The game mode is crippled by bad spawns, bad pathing, and just generally fights against Warframes spawning/AI logic. Many of the tiles in the rotation are just bad on all counts and functional run killers if they come up. The Corpus Ice Planet with all the Shipping crates and underground zone is a particular example. Due to spawn point placement, and horrendous pathing, it is functionally impossible to reach fresh spawns quickly enough to succeeded in later (post 8) stages. Both Beast of the Sanctuary and normal Survival also suffer from the same problems for Solo players. Drastically reduced spawn amount, which makes it externally difficult to sustain when even compared to 2 players. What needs to happen is the Volume of the Tile needs to added into the calculation for Efficiency gain on kill. Large more complex tiles need to return more Efficiency per kill because the spawns are just so spread out, and pathing of the AI is so bad. Likewise this can help curtail the super-small-super-compact tiles from being basically free passes. You need to NORMALIZE the Efficiency gain based on Tile size and pathing complexity!
  24. And we are back to the same old problem as Focus Schools 1.0. The answer remains, BUFF THE OTHER SCHOOLS. Don't Nerf.
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