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UnderRevision

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Posts posted by UnderRevision

  1. I have to say, it's very refreshing to see someone define what they mean when they say "difficulty" and "challenge".  I've seen a thousand and one posts from people asking for more of both without once explaining exactly what it is they want.

    I agree that parkour is underutilized by the game on the whole.  Part of it, I suspect, it outdated level design.  I was not here since the beginning, but my understanding is that parkour as we know it today wasn't in the game at all at first.  As the result, the older maps weren't built with it in mind, and neither was the basic enemy design/AI.  Even things that came later inherited a lot of their design DNA from what came before, carrying the limitations forward after parkour was introduced.  The Jupiter remaster took some steps in the right direction in that regard I feel, with a good deal of vertical space used and those floorless rooms you mentioned.  I'm hopeful that the upcoming Corpus ship remaster will push this direction even further.  It is the oldest set of tiles in the game, after all.

    This also reminds me of a similar problem I experienced recently while playing a Railjack mission.  It struck me that movement in Railjack is completely unnecessary until the enemy ships have been eliminated.  I destroyed every single fighter and crewship in a higher level Saturn node without firing my engines once.  I rotated, I aimed, but I didn't leave my spawn position.  It was not only possible, but advantageous.  Without worrying about movement, I was more free to focus on minding my hull integrity and, as a bonus, all the loot drops were confined to a much smaller radius for easy collection.  By completely ignoring mobility, I was able to reduce the combat section of the mission to the complexity of a turret defense game.  One homing missile to get the attention of that first fighter, and everything else came to me until I filled up the quota.  If Warframe doesn't know what to do with parkour in ground combat, then I don't even know how to describe its relationship with Railjack movement in space combat.

  2. Yeah, I made the mistake of picking up the defense mission first.  I don't like defense as a game mode to start with, so that's not doing the process any favors, and I'm a solo player.  I don't think I'll ever get Grendel as it stands now.  I'm certainly not going to reward such an atrocious grind with my platinum and teaming up with other players is very difficult for me.  It's shame because I like his theme and very much enjoyed his Leverian entry so I was looking forward to him for the novelty if nothing else.  It was one thing to read about the no-mods restriction but to actually experience it was a nasty shock.  I'll just put him next to the Hema and Sibear on the list of things I'll do without.

  3. You know, I was actually thinking that I might like to use one of those, but having the math laid out like this has effectively changed my mind.  Thank you for sparing me the costs.  Well, theoretically.  Given the way rewards are priced in this event there was zero chance of me buying one from Scarlet Spear, but I'm sure they'll pop up in future events.  I'll probably use one if they give a pre-built one as a Nightware reward.  If we ever have Nightwave rewards again.  Twitch drop, then.

  4. I'll have to agree with the sentiment here.  I've done a couple of runs solo and the credit gain is so slow that it's actively discouraging.  The ground-side gameplay is very, very simple to the point where it's not strong enough to hold my interest on its own for extended periods.  If I could look at the rewards and always be saying "Oh!  Just one more half-decent run and I can grab X!", I think I'd feel a lot more motivated to stick with it.  As it is, I already feel like I've seen everything there is to see with the ground mission, and the feeling that I quite simply will not play enough to get any meaningful rewards because I like to do things that aren't Warframe sometimes, well, that sucks.  And this is coming from someone who struggles enough with Eidolons that I have very few arcanes, none of them maxed even before the recent changes.  This should be my big chance to get some and find out what all the fuss is about, but with these numbers it's not gonna happen.  The end of wave bonus not being a sure thing doesn't help either.  I'm going to give the space side of things a couple of runs and see if it's more interesting/rewarding/possible solo.

  5. Looking forward to diving into the new content, and liking the look of all the fixes and tweaks.  I did just want to specifically express my gratitude for the attention being paid to controller support over the last couple of updates.  Given that I personally complained about it so much, I felt I should also say how glad I am that problems are being addressed.  So, thank you!

  6. Unfortunately, this doesn't seem to be getting fixed any time soon.  I cannot believe that they are unaware of the issues, so the remaining options are that they either don't see it as a priority, or the fixes are astronomically difficult to implement.  My gut says that it's the former, if only because they've added functional control schemes in the past, and even fixed an issue similar to the vector problem when they made blink universal to archwings.

  7. It's great to have some clarity but, as a user, I disagree on a few points.

    Even if it's a 90/10 split on recognizable icons, the items that use that 10% take up more space in my inventory than every single item in the 90% combined.  I have so many relics and, with the partial exception of requiems, they look virtually identical.  To use your conversation metaphor, when I go to the relics screen I'm asking "I'd like to know what relics I have".  The answer I'm looking for is "You've got 10 Lith C4's, 8 Lith H1s,...".  The answer I'm getting without item labels is "Here's your haystack."  The next twenty minutes would then be me asking "What's that one?  What's inside it?  What's that one?  What's inside it?  What's that one?  What's inside it?", over and over again.  I can do a search to ask "What relics do I have with Chroma Prime parts in them?", and the answer is "Here's your slightly smaller haystack."

    And I'll echo the point you mentioned others saying in your update, that it's hard to learn what symbols mean without a name to put to a face.  I'll go one further and say that there's a reason why the written word supplanted the hieroglyph.  A proper noun is efficient, concise, and unambiguous.  Thirteen different warframe systems icons that all look quite literally identical is not.  More recent additions like avionics are so monochrome and abstract in design that they blur together as visual noise and become indistinct.  I can understand hiding detailed stats so you don't scare off the new players, but Warframe is hard enough to come to grips with as a new player without making them sift through the overwhelming amount of items they're found, one by one, asking "What's that?  What's that?  What's that?".  It is for all these reasons that I believe items labels should be on by default on all screens.  Oh, also, maybe add a toggle to the bottom of the market screen to "Show all stats" that will expand the stats windows by default for those who prefer it?

    I like the new extractor UI.  A suggestion though, could we have a "redeploy" button?  Say I'm on Earth and I've got a completed extractor on Eris.  I want to collect the rewards and send it back for more.  Currently, I'd have to retrieve it, zoom out of Earth, go to Eris, reopen the menu, and deploy the drone.  Ideally, I'd have a button there after retrieval that would remember where that drone came from and send it right on back.  Or, alternatively, put it in the retrieval step as a "Retrieve and redeploy" option next to "Retrieve extractor".  Oh, and I hope that the Invasions menu gets a little less twitchy.  Sometimes it refuses to expand an invasion if it's between two others and you scroll from one to the next.  The cursor just skips over it when the one you were on contracts and slides a third one under your cursor before you can react.

    For the "End of Mission" mock up you've shown, I have mixed feelings.  The aesthetic is great, very stylish, but I'm concerned by the idea of mixing syndicate information in with affinity rewards.  Currently I can press one button and get all my syndicate information instantly displayed without having to dig for it.  I'd hate to lose that functionality.  And a minor point, perhaps the scroll bars could be a little thicker?  It took me a few looks over the design before they registered as being scroll bars in my brain.  Also, please don't neglect to add item amounts to the final version.  If I'm farming Argon Crystals, I'd like to know how many I picked up at a glance.  Hiding that information doesn't help me, it only slows me down.

    On the subject of Forma, it seems to me that the goal could be achieved simply by not hiding the screen where we select the polarity when the confirmation dialog comes up.  Just leave it visible until we confirm our choice.  If you're redesigning the whole arsenal screen at the same time, you could go the avionics route and have it show just the "grid", but I don't think hold to confirm is a good idea there.  The difference between adding a forma and infusing dirac is that forma can ONLY be done one slot at a time.  An avionics grid slot can be upgraded multiple times, or be followed by upgrading several other slots in one go for as long as you have dirac to burn.  With mod slots, you can only place one forma, no matter how many you have.  To me, that demands confirmation dialogs just to remove any possible ambiguity that this is a commitment being made.  In my mind, forma would work like this:  Select "apply forma", UI switches to mod grid view, select slot, select polarity, select confirm, get confirmation popup that leaves the grid clearly visible behind it for last minute check by player, confirm, polarity applied.

    I hope any of that was useful feedback.  Thank you for explaining your rationale behind the design process and for inviting feedback.  Here's hoping we can all find a balance that works for the game.

    • Like 1
  8. 11 hours ago, Amoral_Support said:

    Im actually fine with PC players basically being beta-testers as its fun to be involved with a game as ambitious and ever evolving as Warframe. I just worry that players like me will be drowned out by other (sometimes valid, sometimes annoying) concerns. Id be willing to beta test Warframe for free on my own time if it meant there was a way to reliably interact with DE that didnt involve having to compete with the S#&$ head squadron that occasionally dominates the discourse in Warframe.

    Oh, I've got no problem with beta testing.  I love Warframe, and I love DE's restless ambition that leads them to try things like railjack where other developers content themselves with nothing but skins and lootboxes.  And I understand that even a hundred dedicated QA people will never find as many bugs as a hundred thousand players will just by sheer weight of numbers.  But in this specific case I'm questioning the priority these control issues have been given.  I'm happy to "test" controls before they go to console but they really ought to be fixed before being sent along to console.  I'm looking forward to seeing what the future holds for railjack and I'd like to be able to experience it properly when it gets here.

    • Like 2
  9. 13 hours ago, Andvarja said:

    It's all definitely frustrating. I use a controller for accessibility reasons as I've got some lasting damage from a long-ago hand injury. I get on some level that PC controller users are a small segment of the playerbase. But for console players, controllers are simply what they have available, and they're not a terribly small group. These things need to work, and they don't.

    I've said it before and I'll say it again but I'm really confused as to why this continues to be a problem.  Three of the four platforms use controllers by default so how is making sure the controls work not a top priority?  Nothing about the railjack controller configuration makes any sense at all.  Buttons are unused by default despite commands being left unbound, vector only goes down, there's the weird melee stance error, I have to strategically place the tactical menu under general controls and then leave that button blank on railjack controls to use it, and I have no idea why the controls for cycling through abilities are called "switch primary" and "switch secondary".  There are so many problems all at once that it's frankly bizarre.  I use controller by preference so I can't imagine how frustrating this all must be for someone who uses it by necessity.

  10. 5 hours ago, Reynard_Fox said:

    What?! THAT'S where it went? DE this is literally unuseable for me, like the above player, I too use left/right on the D-Pad to cycle my abilities and activate them with a button press, the ability menu is terrible design and doesn't let players effectively aim their abilities or use them in any flowing, natural way.

    DE you've made it so I can not use sub gear without reaching over to my keyboard. My controller is full, the double tapping down to access the sub menu was a perfect compromise for fishing/hunting, please bring this back!

    Also, I quite like Kaiser's three suggestions, I still think tapping down on the d-pad after activating a spear/tranq to access the menu was the quickest way to do it, but I could easily get behind the idea of cycling to it (and also the tactical menu in RJ) from the gear wheel with the bumpers.

    As I've said before, I pretty much only use the ability menu, but I have to admit that I kinda hate the way spears and the like work as well.  It's clunky even compared to the normal ability menu usage.  I never even knew about the double-tap on the D-Pad method and now I wish it still existed.

  11. 6 minutes ago, Andvarja said:

    Hmm, yeah, maybe I need to train myself to use the little menu that pops up on holding the right shoulder button down to use abilities (other than held ones) more, so I can be less reliant on using the d-pad. Gonna keep using the 'L' key for now, but it's something to think about going forward I suppose.

    Yeah, it only works for me because I use the little ability menu pretty much exclusively.  I could lose the other scroll too and not miss it much but it shouldn't have to be that way.  I get that we're running out of buttons though.  They might have to start opening up other buttons to that ability menu thing if they want to keep adding more functionality to general controls.

    For the vector, I mostly use it during a boost because I can go forward with it well enough if I pull up immediately when the accelerated boost starts up.  Still, I'd really like to be able to maneuver properly.

  12. I use an X-Box One controller on PC and, while I haven't had all of these issues, I've definitely had some of them.

    6 hours ago, Andvarja said:

    And yeah, like you, I need a way to bind the tactical menu.  They claimed a few patches back that we could bind it now, but that if it did not bind by default, we'd have to bind it manually. But they never said what the default bind is actually intended to be!  Even then, I (and others I've spoken to) have absolutely no room for it.  I'm using the default setup and everything's already in use.

    I ultimately bound the Tactical Menu to left on the D-Pad under general controls, since I seldom use the default bindings to scroll through abilities.  I don't know if that'd work for you, but it was the one place I found where I could lose functionality without losing all of it since I could still scroll with right on the D-Pad if I wanted to.  I will agree with you though that I honestly expected the tactical menu to replace the map or the secondary map or something.  It seems such a natural place to put it.

    I'm mostly annoyed by the fact that I can only do the vector maneuver thing straight down because that control is combined with "move down", which seems to activate first and thus overrides any other directional input.  I can't separate the two controls, or even rebind the left bumper because the game insists that I can't rebind controls that have "melee stance actions" bound to them.

    Also, it's weird how jittery aiming in the pilot seat is versus the side turrets, at least in my anecdotal experience.  I'd have expected the same code running both but they feel very different to one another.  At least, they did last time I actually used a side turret.

    It's so odd that controllers get such incomplete support when three of the four platforms this game is available on use them by default.  The most important part of any game is being able to play it.

  13. I am an idiot.  The tactical menu binding is under GENERAL, not RAILJACK.  Because of course it is.  You have to be able to open the tactical menu while walking around the ship, not just while on the guns or pilot seat, which is incredibly, painfully obvious in hindsight.  That does leave us with the problem of where on earth to put it though, since the general controller mappings are pretty crowded as it is.  I made a suggestion in the hotfix thread that it could be put under the ABILITY MENU bindings since there's a ton of open slots there.

  14. 3 hours ago, DarthTygg said:

    Has anyone posted this under the bug report section?

    I saw a post in there about it, yes.  Didn't look like it got much in the way of attention.  Most PC players play with mouse and keyboard, after all.  I personally made mention of it in the main feedback thread as well, just to make sure someone did.

    And I fully agree with everyone else here that holding the map button would be a great way to integrate it.  Here's hoping all the controller issues get patched soon.

     

    EDIT:  Well, that was fast.  Hotfix just went out and it's point three on the patch notes.

  15. 1 hour ago, Megalomaniakaal said:

    Sadly, as UnderRevision said, haven't found a way to bind it on PC. Why they didn't just replace the map with the tactical map when inside the RJ I do not know.

    The baffling thing is that I've got buttons with nothing bound to them at all.  There's plenty of space to map things, especially if they'd fix that weird melee binding restriction on the left bumper that prevents it from being rebound.  It's such a strange omission.

  16. As a fellow solo player, I was in the same boat as you.  I failed miserably in the first couple of attempts I made on the first mission.  You should still be getting intrinsic points though.  I suggest putting one into Engineering to get the faster repair time bonus, it made a big difference for me since I actually had time to get a few shots in before running off to repair things again.  Beyond that, it's a matter of getting lucky with avionics drops to get a little more HP and armor.  After that, the gunnery intrinsic has a bonus that gives you full 360 aiming from the side turrets.  I mostly fight by parking myself in one place and jumping on a side gun.  My archwing is mostly just for boarding and taking down crewships, but I'll also take down a couple of fighters on my way back to the railjack.  Enemies are also a lot easier to target when they make their attack runs since they come straight at you and effectively fly directly into your bullets.  Oh, and the Kosma Grineer in these missions are a good deal tougher than other variants of the same level, so make sure you're using a frame/weapons that can cope with more tanky enemies for when you get boarded.

    Not going to lie though, it's hard to solo empyrean, and the way I do it might not end up being what works best for you.  I wish you the best of luck.

  17. I have some feedback on railjack button bindings for controllers.

    As it stands, there are several unassigned buttons that I'd like to remap, but the game will not let me.  As a result, I can only dodge downwards, because "move down", "dodge", and "blink" are forcibly interconnected and cannot be separated from one another.  I would suggest either letting us rebind those functions more freely, or adjust the input processing so that it only moves down when the button is held rather than tapped.  I can live with the banking controls not really having a good place to fit, but not being able to properly dodge is a notable handicap.  Also, I can't seem to rebind anything to the left bumper without getting an error saying: "You can't bind <action> to a button that has a melee stance action bound to it".  I'm thinking there might have been a copy/paste error from the other controller bindings where some restrictions got carried over without being noticed.

    Otherwise, it's mostly good.  Although the aiming on the pilot seat a little bit jittery and could benefit from some smoothing out, if possible.

  18. Please note that I currently am not using any resource boosters at the time of this feedback or in any of the time I've spent with Empyrean thus far.

    I'll start by echoing what everyone else is saying about pustrels.  The amount that everything demands vs the amount that can actually be acquired compared to the other resources is glaringly mismatched.  Thus far they seem like the one and only bottleneck for everything I want to do.  This would be less of an issue if they weren't also the resource that has to be constantly expended on repairing the ship.  I confess that I've not made it past the first mission (solo player) but I can already see that it'll be the one thing that stops me from getting better gear for a long time.  Being held back by only one or two resources feel infinitely more irritating than generally needing more miscellaneous stuff, because it throws the problem into sharp relief.  While a general resource deficit just makes me feel like I need to keep playing, a specific deficit reminds me that the only reason I can't find enough is because someone deliberately set the number in the RNG algorithm to a remarkably low value just to slow me down.  The moment I can put the same resource name to why I can't make ten different things, I'm thinking about the code and not the game, and that's unfortunate.

    I suggest maybe easing into the resource demands more gradually.  Maybe require a mix of some of the rarer non-empyrean resources for crafting the lower level gear and whatnot, to help players get their foot in the door like with the blueprint research, which I thought was a great idea for rewarding existing investment while also encouraging digging into the new content.  It really did make me feel like "Hey, I can start making some progress right out of the gate, awesome!".  Pushing that a little further, and backing off on the pustrels, might make a world of difference.  As it stands, it make me hate pustrels.  It would be so much more tolerable if it was even just not always pustrels.

    And when it comes to the collecting half of the economy, we're back to the constant battle over vacuum.  The archwing vacuum range is so small I legitimately don't think I'd be able to tell if it was turned off.  Seriously, if I'm in archwing, then I'm flying straight at the item I want.  My speed has a lot more to do with closing the distance than my vacuum does in that equation.  "Extending" a range that small feels like trying to convince a kid that less candy is better by calling it "Fun Size".  I can think of a few ways to improve the overall situation, other than just increasing the vacuum range.

    1.  Highlighting resources.  Part of the issue is that I'm often looking for little, softly glowing pinpoints of blue light in a skybox where that really doesn't stand out.  Being able to ping our surroundings or otherwise see out where things are with some sort of radar, a la Animal Instinct or Loot Radar, would be useful.

    2.  Just automatically grab loot from any enemy we actively blow out of the sky.  Speaks for itself.

    3.  Add a passive to the upcoming command intrinsic that makes the crew gather drops for you, either as an effectively larger vacuum range or the auto-collect on kill, or whatever else anyone can come up with.  If that's too "easy", make it an active command that has to be issued to make it more of interactive experience for the player.

    Also, tangentially related to economic matters in terms of managing what we own, the RNG variation between avionics/drops in general has a few issues.  For one, the UI of it could use some work to make it clearer which is better at a glance.  For example, being able to see what this new Hull Weave will look like maxed out compared to my already maxed out one.  Beyond that, it's a little galling to have that situation of "oh, this drop is just a worse version of what I already have".  That's made more annoying because you can't tell that's the case until you dig into the inventory and run the numbers.  And that whole process is pretty clunky so the less time I have to spend making that decision, the better.  And why can't I see empyrean stuff in my inventory without being in the drydock?  And even then, I can only see the avionics.  It's rather inconvenient.

    I hope any of that was helpful.

  19. So, I spent some time watching streams and reading threads to get the basic information about how railjacks work since, and I cannot stress this enough, the game doesn't explain anything about railjacks.  It was enough for me to take my second stab at the first mission in the game.  To date, I have ONLY done that first mission, and then only solo while using a controller, so take the following with that in mind.

    The first rank of the engineering intrinsic is not optional, to the point where it comes across as downright bizarre that its bonus is not the default.  Getting that intrinsic rank is the one thing, more than any other, that made completing the mission possible for a solo player like myself.  Once I was able to actually get and upgrade some avionics for health, armor, and damage resistance, Empyrian became a LOT more accessible, but that was only down to the omni working fast enough for me to actually kill a few things between fixing breaches for the first couple of runs.  I strongly suggest improving base omni performance to close the gap between default and getting that intrinsic, at the very least.

    That said, I'll echo some of what I've seen about archwings being extremely fragile, to the point of being a liability, even in the very first mission.  This is especially troubling since they're the only effective way to take down an enemy crew ship.  I get the impression that the goal is to strongly discourage the use of archwing for anything other than boarding or getting into tight spaces to get loot outside of the railjack's vacuum range.  If you're dead set against more health or armor, consider giving them more evasion when boosting to encourage that playstyle without simultaneously crippling it.  Furthermore, the weapon projectile speed could do with being boosted a little.  Also, damage dropoff should not be a thing in space for kinetic weaponry at the ranges we're fighting at.  Fancy plasma blasts or lasers or even particle beams, yes, but Newton's First Law says physical projectiles keep going top speed until they hit something.

    In reference to my earlier feedback, I am slightly less concerned about the chicken/egg scenario for solo players using the to-be-released command intrinsic, as even failing a few times did let me get a couple of points to invest.  Still, I'm somewhat decently equipped compared to a newer player just starting recently, and I'm concerned that the current difficultly curve will be like slamming into a completely unexplained brick wall.  One thought I had would be to make free flight a real shake-down cruise, with Cy explaining things.  Add an opt-in series of training scenarios (triggered by waypoints or something) that he'll drill you on to explain the various aspects of the ship under the guise of testing the systems.  Dummy targets to practice aiming, simulated fires and hull breaches to teach about omnis, that sort of thing.  No rewards or anything, just explanations and getting the feel for new gear and whatnot.  As bonus points, I think it'd fit Cy's character well to be putting his crew through their paces.  Running a tight ship and all that.

    I hope this feedback helps.

    • Like 1
  20. 3 minutes ago, SirSmite said:

    - There has to be a way for those who don't have RJs to spend intrinsics. I have several friends who are on-and-off again players, and they certainly don't have the time or resources to build their own RJs. I was hoping to have them tag along with me and be my crew as we do missions through different nodes. But we're pretty much relegated to the first few, with me having to do most of the heavy lifting since I can spend my intrinsics for better abilities...

    There's a post on Reddit about that.  Intrinsics can be found under Esc > Profie > Intrinsics.

  21. The difficulty for a solo player is a touch... worrying.  I won't say that I wasn't forewarned about it, and I pretty much always expect to have a harder time with everything in a multiplayer game, but I'm concerned I'll never be able to make any progress even AFTER the command intrinsic comes out due to a chicken/egg situation.  In short: leveling up the command intrinsic skill will require playing Railjack missions, which I won't be able to play because I won't have access to the command intrinsic.

    I would recommend providing a measure of skill points to allow a player to take at least one level in Command when it launches, or ensure that some basic command functionality is present even without investing any points into it.  Alternatively, lower the general difficulty of the first couple of missions such that a solo player has a snowball's chance to actually win a mission and make a modicum of progress before getting to the place I was in the first mission, where I had just enough time to fire ten shots at an enemy crew ship at a time before I needed to go stop the ship from exploding, over and over, until I realized I was just going to run out of repair goo and cut my losses by aborting.

    Or, again alternatively, add a solo-able quest designed to feed the player enough experience to level up command when it's released.

     

     

    • Like 3
  22. My feedback is limited as I've only run one mission but a couple of things leapt out at me right off the bat.

    1.  The Omni is confusing.  It was not immediately clear why some breaches closed quickly and others took longer, or why the fire keeps burning even though the meter looks full until it just decides to be extinguished.  Tracing a breach would sometimes lay down more repair stuff and advance the meter, sometimes it wouldn't.  The UI on that could benefit from a little more clarification or explanation of any kind anywhere ever.  I worry that Warframe's reputation for not explaining things very well has become a justification to not even try to at this point.  And it not being an actual gear item but also kinda being a gear item is really weird.  I'm personally going to suggest that either it should be a full on gear item that you have to put in a slot on the gear wheel in the same way as everything else, or just have it be a contextual button prompt.  My reasoning being that I already have to go to the gear wheel in the arsenal to clear the spot where I would like it to go, so it might as well just take the slot since I'll have to go into the arsenal anyway.

    2.  The aiming reticule on the pilot seat is twitchy on controller.  I might have to experiment with the aim sensitivity on it but it felt tricky to pinpoint a target that wasn't either at the edges or in the dead center of the field of view.  This might be somewhat alleviated by the aim leading indicator that I've read is buried in the gunner intrinsic.

    And that'll probably be the lion's share of my general systemic feedback until next year unless I suddenly gain the ability to function in a game with other people.  You guys really weren't kidding when you said that solo play was "less than optimal" for this first release.  But that's probably more for the difficulty feedback thread.

  23. Rolling on the ground still works perfectly, I just never thought to try it in Archwing for some reason.  Or perhaps I did back when I first started with archwing all those months ago and it didn't work, I can't be sure.  It looks like this got acknowledged in the hotfix notes though so now it's just a matter of waiting.

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